skill.c 446 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN+MAX_GUILDSKILL)
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN+MAX_MERCSKILL)
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN+MAX_HOMUNSKILL)
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. /**
  50. * Skill Cool Down Delay Saving
  51. **/
  52. DBMap* skillcd_db = NULL;
  53. struct skill_cd {
  54. int duration[MAX_SKILL_TREE];//milliseconds
  55. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  56. short nameid[MAX_SKILL_TREE];//skill id
  57. unsigned char cursor;
  58. };
  59. struct s_skill_db skill_db[MAX_SKILL_DB];
  60. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  61. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  62. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  63. //Warlock
  64. struct s_skill_spellbook_db {
  65. int nameid;
  66. int skillid;
  67. int points;
  68. };
  69. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  70. //Guillotine Cross
  71. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  72. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  73. int firewall_unit_pos;
  74. int icewall_unit_pos;
  75. int earthstrain_unit_pos;
  76. //early declaration
  77. int skill_stasis_check(struct block_list *bl, int src_id, int skillid);
  78. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  79. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  80. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  81. //Since only mob-casted splash skills can hit ice-walls
  82. static inline int splash_target(struct block_list* bl)
  83. {
  84. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  85. }
  86. /// Returns the id of the skill, or 0 if not found.
  87. int skill_name2id(const char* name)
  88. {
  89. if( name == NULL )
  90. return 0;
  91. return (int)strdb_get(skilldb_name2id, name);
  92. }
  93. /// Maps skill ids to skill db offsets.
  94. /// Returns the skill's array index, or 0 (Unknown Skill).
  95. int skill_get_index( int id )
  96. {
  97. // avoid ranges reserved for mapping guild/homun/mercenary skills
  98. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  99. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  100. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  101. return 0;
  102. // map skill id to skill db index
  103. if( id >= GD_SKILLBASE )
  104. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  105. else
  106. if( id >= MC_SKILLBASE )
  107. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  108. else
  109. if( id >= HM_SKILLBASE )
  110. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  111. else
  112. ; // identity
  113. // validate result
  114. if( id <= 0 || id >= MAX_SKILL_DB )
  115. return 0;
  116. return id;
  117. }
  118. const char* skill_get_name( int id )
  119. {
  120. return skill_db[skill_get_index(id)].name;
  121. }
  122. const char* skill_get_desc( int id )
  123. {
  124. return skill_db[skill_get_index(id)].desc;
  125. }
  126. // out of bounds error checking [celest]
  127. static void skill_chk(int* id, int lv)
  128. {
  129. *id = skill_get_index(*id); // checks/adjusts id
  130. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  131. }
  132. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  133. // Skill DB
  134. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  135. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  136. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  137. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  138. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  139. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  140. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  141. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  142. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  143. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  144. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  145. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  146. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  147. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  148. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  149. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  150. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  151. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  152. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  153. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  154. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  155. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  156. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  157. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  158. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  159. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  160. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  161. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  162. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  163. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  164. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  165. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  166. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  167. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  168. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  169. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  170. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  171. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  172. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  173. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  174. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  175. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  176. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  177. int skill_tree_get_max(int id, int b_class)
  178. {
  179. int i;
  180. b_class = pc_class2idx(b_class);
  181. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  182. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  183. return skill_tree[b_class][i].max;
  184. else
  185. return skill_get_max(id);
  186. }
  187. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  188. int skill_attack_area(struct block_list *bl,va_list ap);
  189. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  190. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  191. int skill_greed(struct block_list *bl, va_list ap);
  192. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  193. static int skill_trap_splash(struct block_list *bl, va_list ap);
  194. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  195. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  196. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  197. static int skill_unit_effect(struct block_list *bl,va_list ap);
  198. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  199. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  200. int skill_get_casttype (int id)
  201. {
  202. int inf = skill_get_inf(id);
  203. if (inf&(INF_GROUND_SKILL))
  204. return CAST_GROUND;
  205. if (inf&INF_SUPPORT_SKILL)
  206. return CAST_NODAMAGE;
  207. if (inf&INF_SELF_SKILL) {
  208. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  209. return CAST_DAMAGE; //Combo skill.
  210. return CAST_NODAMAGE;
  211. }
  212. if (skill_get_nk(id)&NK_NO_DAMAGE)
  213. return CAST_NODAMAGE;
  214. return CAST_DAMAGE;
  215. };
  216. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  217. int skill_get_range2 (struct block_list *bl, int id, int lv)
  218. {
  219. int range;
  220. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  221. return 9; //Mobs have a range of 9 regardless of skill used.
  222. range = skill_get_range(id, lv);
  223. if( range < 0 )
  224. {
  225. if( battle_config.use_weapon_skill_range&bl->type )
  226. return status_get_range(bl);
  227. range *=-1;
  228. }
  229. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  230. switch( id )
  231. {
  232. case AC_SHOWER: case MA_SHOWER:
  233. case AC_DOUBLE: case MA_DOUBLE:
  234. case HT_BLITZBEAT:
  235. case AC_CHARGEARROW:
  236. case MA_CHARGEARROW:
  237. case SN_FALCONASSAULT:
  238. case HT_POWER:
  239. /**
  240. * Ranger
  241. **/
  242. case RA_ARROWSTORM:
  243. case RA_AIMEDBOLT:
  244. case RA_WUGBITE:
  245. if( bl->type == BL_PC )
  246. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  247. else
  248. range += 10; //Assume level 10?
  249. break;
  250. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  251. case GS_RAPIDSHOWER:
  252. case GS_PIERCINGSHOT:
  253. case GS_FULLBUSTER:
  254. case GS_SPREADATTACK:
  255. case GS_GROUNDDRIFT:
  256. if (bl->type == BL_PC)
  257. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  258. else
  259. range += 10; //Assume level 10?
  260. break;
  261. case NJ_KIRIKAGE:
  262. if (bl->type == BL_PC)
  263. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  264. break;
  265. /**
  266. * Warlock
  267. **/
  268. case WL_WHITEIMPRISON:
  269. case WL_SOULEXPANSION:
  270. case WL_FROSTMISTY:
  271. case WL_MARSHOFABYSS:
  272. case WL_SIENNAEXECRATE:
  273. case WL_DRAINLIFE:
  274. case WL_CRIMSONROCK:
  275. case WL_HELLINFERNO:
  276. case WL_COMET:
  277. case WL_CHAINLIGHTNING:
  278. case WL_TETRAVORTEX:
  279. case WL_RELEASE:
  280. if( bl->type == BL_PC )
  281. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  282. break;
  283. /**
  284. * Ranger Bonus
  285. **/
  286. case HT_LANDMINE:
  287. case HT_FREEZINGTRAP:
  288. case HT_BLASTMINE:
  289. case HT_CLAYMORETRAP:
  290. case RA_CLUSTERBOMB:
  291. case RA_FIRINGTRAP:
  292. case RA_ICEBOUNDTRAP:
  293. if( bl->type == BL_PC )
  294. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  295. }
  296. if( !range && bl->type != BL_PC )
  297. return 9; // Enable non players to use self skills on others. [Skotlex]
  298. return range;
  299. }
  300. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  301. {
  302. int skill, hp;
  303. struct map_session_data *sd = BL_CAST(BL_PC, src);
  304. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  305. struct status_change* sc;
  306. switch( skill_id )
  307. {
  308. case BA_APPLEIDUN:
  309. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  310. if( sd )
  311. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  312. break;
  313. case PR_SANCTUARY:
  314. hp = (skill_lv>6)?777:skill_lv*100;
  315. break;
  316. case NPC_EVILLAND:
  317. hp = (skill_lv>6)?666:skill_lv*100;
  318. break;
  319. default:
  320. if (skill_lv >= battle_config.max_heal_lv)
  321. return battle_config.max_heal;
  322. #if REMODE
  323. /**
  324. * Renewal Heal Formula (from Doddler)
  325. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  326. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  327. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  328. **/
  329. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rand()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  330. #else
  331. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  332. #endif
  333. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  334. hp += hp * skill * 2 / 100;
  335. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  336. hp += hp * skill * 2 / 100;
  337. break;
  338. }
  339. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  340. hp >>= 1;
  341. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  342. hp += hp*skill/100;
  343. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  344. hp += hp*skill/100;
  345. sc = status_get_sc(target);
  346. if( sc && sc->count )
  347. {
  348. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  349. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  350. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  351. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  352. }
  353. return hp;
  354. }
  355. // Making plagiarize check its own function [Aru]
  356. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  357. {
  358. // Never copy NPC/Wedding Skills
  359. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  360. return 0;
  361. // High-class skills
  362. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  363. {
  364. if(battle_config.copyskill_restrict == 2)
  365. return 0;
  366. else if(battle_config.copyskill_restrict)
  367. return (sd->status.class_ == JOB_STALKER);
  368. }
  369. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  370. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  371. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  372. skillid == MER_INCAGI || skillid == MER_BLESSING))
  373. return 0;
  374. return 1;
  375. }
  376. // [MouseJstr] - skill ok to cast? and when?
  377. int skillnotok (int skillid, struct map_session_data *sd)
  378. {
  379. int i,m;
  380. nullpo_retr (1, sd);
  381. m = sd->bl.m;
  382. i = skill_get_index(skillid);
  383. if (i == 0)
  384. return 1; // invalid skill id
  385. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  386. return 0; // GMs can do any damn thing they want
  387. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  388. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  389. // Epoque:
  390. // This code will compare the player's attack motion value which is influenced by ASPD before
  391. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  392. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  393. if( sd->canskill_tick && DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  394. {// attempted to cast a skill before the attack motion has finished
  395. return 1;
  396. }
  397. if (sd->blockskill[i] > 0)
  398. return 1;
  399. /**
  400. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  401. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  402. **/
  403. if( sd->skillitem == skillid )
  404. return 0;
  405. // Check skill restrictions [Celest]
  406. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  407. return 1;
  408. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  409. return 1;
  410. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  411. return 1;
  412. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  413. return 1;
  414. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  415. return 1;
  416. if( sd->sc.option&OPTION_MOUNTING )
  417. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  418. switch (skillid) {
  419. case AL_WARP:
  420. case RETURN_TO_ELDICASTES:
  421. case ALL_GUARDIAN_RECALL:
  422. if(map[m].flag.nowarp) {
  423. clif_skill_teleportmessage(sd,0);
  424. return 1;
  425. }
  426. return 0;
  427. case AL_TELEPORT:
  428. if(map[m].flag.noteleport) {
  429. clif_skill_teleportmessage(sd,0);
  430. return 1;
  431. }
  432. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  433. case WE_CALLPARTNER:
  434. case WE_CALLPARENT:
  435. case WE_CALLBABY:
  436. if (map[m].flag.nomemo) {
  437. clif_skill_teleportmessage(sd,1);
  438. return 1;
  439. }
  440. break;
  441. case MC_VENDING:
  442. case MC_IDENTIFY:
  443. case ALL_BUYING_STORE:
  444. return 0; // always allowed
  445. case WZ_ICEWALL:
  446. // noicewall flag [Valaris]
  447. if (map[m].flag.noicewall) {
  448. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  449. return 1;
  450. }
  451. break;
  452. case GC_DARKILLUSION:
  453. if( map_flag_gvg(m) ) {
  454. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  455. return 1;
  456. }
  457. break;
  458. case GD_EMERGENCYCALL:
  459. if (
  460. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  461. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  462. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  463. ) {
  464. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  465. return 1;
  466. }
  467. break;
  468. case BS_GREED:
  469. case WS_CARTBOOST:
  470. case BS_HAMMERFALL:
  471. case BS_ADRENALINE:
  472. case MC_CARTREVOLUTION:
  473. case MC_MAMMONITE:
  474. case WS_MELTDOWN:
  475. case MG_SIGHT:
  476. case TF_HIDING:
  477. /**
  478. * These skills cannot be used while in mado gear (credits to Xantara)
  479. **/
  480. if(sd->sc.option&OPTION_MADOGEAR) {
  481. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  482. return 1;
  483. }
  484. break;
  485. }
  486. return (map[m].flag.noskill);
  487. }
  488. int skillnotok_hom(int skillid, struct homun_data *hd)
  489. {
  490. int i = skill_get_index(skillid);
  491. nullpo_retr(1,hd);
  492. if (i == 0)
  493. return 1; // invalid skill id
  494. if (hd->blockskill[i] > 0)
  495. return 1;
  496. //Use master's criteria.
  497. return skillnotok(skillid, hd->master);
  498. }
  499. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  500. {
  501. int i = skill_get_index(skillid);
  502. nullpo_retr(1,md);
  503. if( i == 0 )
  504. return 1; // Invalid Skill ID
  505. if( md->blockskill[i] > 0 )
  506. return 1;
  507. return skillnotok(skillid, md->master);
  508. }
  509. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  510. {
  511. int pos = skill_get_unit_layout_type(skillid,skilllv);
  512. int dir;
  513. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  514. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  515. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  516. }
  517. if (pos != -1) // simple single-definition layout
  518. return &skill_unit_layout[pos];
  519. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  520. if (skillid == MG_FIREWALL)
  521. return &skill_unit_layout [firewall_unit_pos + dir];
  522. else if (skillid == WZ_ICEWALL)
  523. return &skill_unit_layout [icewall_unit_pos + dir];
  524. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  525. return &skill_unit_layout [earthstrain_unit_pos + dir];
  526. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  527. return &skill_unit_layout[0]; // default 1x1 layout
  528. }
  529. /*==========================================
  530. *
  531. *------------------------------------------*/
  532. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  533. {
  534. struct map_session_data *sd, *dstsd;
  535. struct mob_data *md, *dstmd;
  536. struct status_data *sstatus, *tstatus;
  537. struct status_change *sc, *tsc;
  538. enum sc_type status;
  539. int skill;
  540. int rate;
  541. nullpo_ret(src);
  542. nullpo_ret(bl);
  543. if(skillid < 0) return 0;
  544. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  545. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  546. return 0;
  547. sd = BL_CAST(BL_PC, src);
  548. md = BL_CAST(BL_MOB, src);
  549. dstsd = BL_CAST(BL_PC, bl);
  550. dstmd = BL_CAST(BL_MOB, bl);
  551. sc = status_get_sc(src);
  552. tsc = status_get_sc(bl);
  553. sstatus = status_get_status_data(src);
  554. tstatus = status_get_status_data(bl);
  555. if (!tsc) //skill additional effect is about adding effects to the target...
  556. //So if the target can't be inflicted with statuses, this is pointless.
  557. return 0;
  558. if( sd )
  559. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  560. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  561. { // Trigger status effects
  562. enum sc_type type;
  563. int i;
  564. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  565. {
  566. rate = sd->addeff[i].rate;
  567. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  568. rate += sd->addeff[i].arrow_rate;
  569. if( !rate ) continue;
  570. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  571. { // Trigger has attack type consideration.
  572. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  573. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  574. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  575. else
  576. continue;
  577. }
  578. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  579. { // Trigger has range consideration.
  580. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  581. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  582. continue; //Range Failed.
  583. }
  584. type = sd->addeff[i].id;
  585. skill = skill_get_time2(status_sc2skill(type),7);
  586. if (sd->addeff[i].flag&ATF_TARGET)
  587. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  588. if (sd->addeff[i].flag&ATF_SELF)
  589. status_change_start(src,type,rate,7,0,0,0,skill,0);
  590. }
  591. }
  592. if( skillid )
  593. { // Trigger status effects on skills
  594. enum sc_type type;
  595. int i;
  596. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  597. {
  598. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  599. continue;
  600. type = sd->addeff3[i].id;
  601. skill = skill_get_time2(status_sc2skill(type),7);
  602. if( sd->addeff3[i].target&ATF_TARGET )
  603. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  604. if( sd->addeff3[i].target&ATF_SELF )
  605. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  606. }
  607. }
  608. }
  609. if( dmg_lv < ATK_DEF ) // no damage, return;
  610. return 0;
  611. switch(skillid)
  612. {
  613. case 0: // Normal attacks (no skill used)
  614. {
  615. if( attack_type&BF_SKILL )
  616. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  617. if(sd) {
  618. // Automatic trigger of Blitz Beat
  619. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  620. rand()%1000 <= sstatus->luk*10/3+1 ) {
  621. rate=(sd->status.job_level+9)/10;
  622. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  623. }
  624. // Automatic trigger of Warg Strike [Jobbie]
  625. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rand()%1000 <= sstatus->luk*10/3+1 )
  626. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  627. // Gank
  628. if(dstmd && sd->status.weapon != W_BOW &&
  629. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  630. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  631. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  632. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  633. else
  634. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  635. }
  636. // Chance to trigger Taekwon kicks [Dralnu]
  637. if(sc && !sc->data[SC_COMBO]) {
  638. if(sc->data[SC_READYSTORM] &&
  639. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  640. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  641. ; //Stance triggered
  642. else if(sc->data[SC_READYDOWN] &&
  643. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  644. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  645. ; //Stance triggered
  646. else if(sc->data[SC_READYTURN] &&
  647. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  648. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  649. ; //Stance triggered
  650. else if(sc->data[SC_READYCOUNTER])
  651. { //additional chance from SG_FRIEND [Komurka]
  652. rate = 20;
  653. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  654. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  655. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  656. }
  657. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  658. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  659. }
  660. }
  661. }
  662. if (sc) {
  663. struct status_change_entry *sce;
  664. // Enchant Poison gives a chance to poison attacked enemies
  665. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  666. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  667. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  668. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  669. if((sce=sc->data[SC_EDP]))
  670. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  671. skill_get_time2(ASC_EDP,sce->val1));
  672. }
  673. }
  674. break;
  675. case SM_BASH:
  676. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  677. //TODO: How much % per base level it actually is?
  678. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  679. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  680. }
  681. break;
  682. case MER_CRASH:
  683. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  684. break;
  685. case AS_VENOMKNIFE:
  686. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  687. skilllv = pc_checkskill(sd, TF_POISON);
  688. case TF_POISON:
  689. case AS_SPLASHER:
  690. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  691. && sd && skillid==TF_POISON
  692. )
  693. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  694. break;
  695. case AS_SONICBLOW:
  696. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  697. break;
  698. case WZ_FIREPILLAR:
  699. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  700. break;
  701. case MG_FROSTDIVER:
  702. case WZ_FROSTNOVA:
  703. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  704. break;
  705. case WZ_STORMGUST:
  706. //Tharis pointed out that this is normal freeze chance with a base of 300%
  707. if(tsc->sg_counter >= 3 &&
  708. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  709. tsc->sg_counter = 0;
  710. /**
  711. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  712. **/
  713. else if( tsc->sg_counter > 250 )
  714. tsc->sg_counter = 0;
  715. break;
  716. case WZ_METEOR:
  717. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  718. break;
  719. case WZ_VERMILION:
  720. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  721. break;
  722. case HT_FREEZINGTRAP:
  723. case MA_FREEZINGTRAP:
  724. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  725. break;
  726. case HT_FLASHER:
  727. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  728. break;
  729. case HT_LANDMINE:
  730. case MA_LANDMINE:
  731. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  732. break;
  733. case HT_SHOCKWAVE:
  734. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  735. break;
  736. case HT_SANDMAN:
  737. case MA_SANDMAN:
  738. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  739. break;
  740. case TF_SPRINKLESAND:
  741. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  742. break;
  743. case TF_THROWSTONE:
  744. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  745. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  746. break;
  747. case NPC_DARKCROSS:
  748. case CR_HOLYCROSS:
  749. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  750. break;
  751. case CR_GRANDCROSS:
  752. case NPC_GRANDDARKNESS:
  753. //Chance to cause blind status vs demon and undead element, but not against players
  754. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  755. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  756. attack_type |= BF_WEAPON;
  757. break;
  758. case AM_ACIDTERROR:
  759. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  760. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  761. clif_emotion(bl,E_OMG);
  762. break;
  763. case AM_DEMONSTRATION:
  764. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  765. break;
  766. case CR_SHIELDCHARGE:
  767. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  768. break;
  769. case PA_PRESSURE:
  770. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  771. break;
  772. case RG_RAID:
  773. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  774. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  775. break;
  776. case BA_FROSTJOKER:
  777. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  778. break;
  779. case DC_SCREAM:
  780. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  781. break;
  782. case BD_LULLABY:
  783. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  784. break;
  785. case DC_UGLYDANCE:
  786. rate = 5+5*skilllv;
  787. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  788. rate += 5+skill;
  789. status_zap(bl, 0, rate);
  790. break;
  791. case SL_STUN:
  792. if (tstatus->size==1) //Only stuns mid-sized mobs.
  793. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  794. break;
  795. case NPC_PETRIFYATTACK:
  796. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  797. skilllv,0,0,skill_get_time(skillid,skilllv),
  798. skill_get_time2(skillid,skilllv));
  799. break;
  800. case NPC_CURSEATTACK:
  801. case NPC_SLEEPATTACK:
  802. case NPC_BLINDATTACK:
  803. case NPC_POISON:
  804. case NPC_SILENCEATTACK:
  805. case NPC_STUNATTACK:
  806. case NPC_HELLPOWER:
  807. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  808. break;
  809. case NPC_ACIDBREATH:
  810. case NPC_ICEBREATH:
  811. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  812. break;
  813. case NPC_BLEEDING:
  814. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  815. break;
  816. case NPC_MENTALBREAKER:
  817. { //Based on observations by Tharis, Mental Breaker should do SP damage
  818. //equal to Matk*skLevel.
  819. rate = sstatus->matk_min;
  820. if (rate < sstatus->matk_max)
  821. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  822. rate*=skilllv;
  823. status_zap(bl, 0, rate);
  824. break;
  825. }
  826. // Equipment breaking monster skills [Celest]
  827. case NPC_WEAPONBRAKER:
  828. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  829. break;
  830. case NPC_ARMORBRAKE:
  831. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  832. break;
  833. case NPC_HELMBRAKE:
  834. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  835. break;
  836. case NPC_SHIELDBRAKE:
  837. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  838. break;
  839. case CH_TIGERFIST:
  840. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  841. break;
  842. case LK_SPIRALPIERCE:
  843. case ML_SPIRALPIERCE:
  844. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  845. break;
  846. case ST_REJECTSWORD:
  847. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  848. break;
  849. case PF_FOGWALL:
  850. if (src != bl && !tsc->data[SC_DELUGE])
  851. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  852. break;
  853. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  854. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  855. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  856. break;
  857. case LK_JOINTBEAT:
  858. status = status_skill2sc(skillid);
  859. if (tsc->jb_flag) {
  860. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  861. tsc->jb_flag = 0;
  862. }
  863. break;
  864. case ASC_METEORASSAULT:
  865. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  866. switch(rand()%3) {
  867. case 0:
  868. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  869. break;
  870. case 1:
  871. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  872. break;
  873. default:
  874. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  875. }
  876. break;
  877. case HW_NAPALMVULCAN:
  878. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  879. break;
  880. case WS_CARTTERMINATION: // Cart termination
  881. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  882. break;
  883. case CR_ACIDDEMONSTRATION:
  884. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  885. break;
  886. case TK_DOWNKICK:
  887. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  888. break;
  889. case TK_JUMPKICK:
  890. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  891. {// debuff the following statuses
  892. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  893. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  894. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  895. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  896. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  897. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  898. }
  899. break;
  900. case TK_TURNKICK:
  901. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  902. if(attack_type&BF_MISC) //70% base stun chance...
  903. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  904. break;
  905. case GS_BULLSEYE: //0.1% coma rate.
  906. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  907. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  908. break;
  909. case GS_PIERCINGSHOT:
  910. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  911. break;
  912. case NJ_HYOUSYOURAKU:
  913. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  914. break;
  915. case GS_FLING:
  916. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  917. break;
  918. case GS_DISARM:
  919. rate = 3*skilllv;
  920. if (sstatus->dex > tstatus->dex)
  921. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  922. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  923. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  924. break;
  925. case NPC_EVILLAND:
  926. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  927. break;
  928. case NPC_HELLJUDGEMENT:
  929. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  930. break;
  931. case NPC_CRITICALWOUND:
  932. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  933. break;
  934. /**
  935. * Rune Knight
  936. **/
  937. case RK_HUNDREDSPEAR:
  938. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  939. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  940. rate = 10 + 3 * skilllv;
  941. if( rand()%100 < rate )
  942. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  943. break;
  944. case RK_WINDCUTTER:
  945. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  946. break;
  947. case RK_DRAGONBREATH:
  948. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  949. break;
  950. /**
  951. * Arch Bishop
  952. **/
  953. case AB_ADORAMUS:
  954. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  955. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  956. break;
  957. /**
  958. * Warlock
  959. **/
  960. case WL_CRIMSONROCK:
  961. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  962. break;
  963. case WL_COMET:
  964. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  965. break;
  966. case WL_EARTHSTRAIN:
  967. {
  968. int rate = 0, i;
  969. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  970. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  971. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  972. for( i = 0; i < skilllv; i++ )
  973. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  974. }
  975. break;
  976. case WL_JACKFROST:
  977. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  978. break;
  979. /**
  980. * Ranger
  981. **/
  982. case RA_WUGBITE:
  983. sc_start(bl, SC_BITE, 70, skilllv, skill_get_time(skillid, skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG) * 1000 : 0)); // Need official chance.
  984. break;
  985. case RA_SENSITIVEKEEN:
  986. if( rand()%100 < 8 * skilllv )
  987. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  988. break;
  989. case RA_MAGENTATRAP:
  990. case RA_COBALTTRAP:
  991. case RA_MAIZETRAP:
  992. case RA_VERDURETRAP:
  993. if( dstmd && !(dstmd->status.mode&MD_BOSS) )
  994. sc_start2(bl,SC_ELEMENTALCHANGE,100,skilllv,skill_get_ele(skillid,skilllv),skill_get_time2(skillid,skilllv));
  995. break;
  996. case RA_FIRINGTRAP:
  997. case RA_ICEBOUNDTRAP:
  998. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  999. break;
  1000. /**
  1001. * Mechanic
  1002. **/
  1003. case NC_PILEBUNKER:
  1004. if( rand()%100 < 5 + 15*skilllv )
  1005. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1006. status_change_end(bl, SC_KYRIE, -1);
  1007. status_change_end(bl, SC_AUTOGUARD, -1);
  1008. status_change_end(bl, SC_STEELBODY, -1);
  1009. status_change_end(bl, SC_ASSUMPTIO, -1);
  1010. status_change_end(bl, SC_MILLENNIUMSHIELD, -1);
  1011. }
  1012. break;
  1013. case NC_FLAMELAUNCHER:
  1014. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1015. break;
  1016. case NC_COLDSLOWER:
  1017. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1018. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1019. break;
  1020. case NC_POWERSWING:
  1021. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1022. if( rand()%100 < 5*skilllv )
  1023. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1024. break;
  1025. /**
  1026. * Guilotine Cross
  1027. **/
  1028. case GC_WEAPONCRUSH:
  1029. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1030. break;
  1031. /**
  1032. * Royal Guard
  1033. **/
  1034. case LG_SHIELDPRESS:
  1035. sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
  1036. break;
  1037. case LG_PINPOINTATTACK:
  1038. rate = 12 + (10 * skilllv + (sstatus->agi / 100) ) * 140 / 100;
  1039. switch( skilllv ) {
  1040. case 1:
  1041. sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
  1042. break;
  1043. case 2:
  1044. if( dstsd && dstsd->spiritball && rand()%100 < rate )
  1045. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1046. break;
  1047. default:
  1048. skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate,BCT_ENEMY);
  1049. break;
  1050. }
  1051. break;
  1052. case LG_MOONSLASHER:
  1053. rate = 32 + 8 * skilllv;
  1054. if( rand()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1055. skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1056. else if( dstmd && !is_boss(bl) )
  1057. sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
  1058. break;
  1059. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1060. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1061. sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
  1062. break;
  1063. case LG_EARTHDRIVE:
  1064. skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
  1065. sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
  1066. break;
  1067. }
  1068. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1069. { //Pass heritage to Master for status causing effects. [Skotlex]
  1070. sd = map_id2sd(md->master_id);
  1071. src = sd?&sd->bl:src;
  1072. }
  1073. if( attack_type&BF_WEAPON )
  1074. { // Coma, Breaking Equipment
  1075. if( sd && sd->special_state.bonus_coma )
  1076. {
  1077. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1078. rate += sd->weapon_coma_race[tstatus->race];
  1079. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1080. if (rate)
  1081. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1082. }
  1083. if( sd && battle_config.equip_self_break_rate )
  1084. { // Self weapon breaking
  1085. rate = battle_config.equip_natural_break_rate;
  1086. if( sc )
  1087. {
  1088. if(sc->data[SC_OVERTHRUST])
  1089. rate += 10;
  1090. if(sc->data[SC_MAXOVERTHRUST])
  1091. rate += 10;
  1092. }
  1093. if( rate )
  1094. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1095. }
  1096. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1097. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1098. // Target weapon breaking
  1099. rate = 0;
  1100. if( sd )
  1101. rate += sd->break_weapon_rate;
  1102. if( sc && sc->data[SC_MELTDOWN] )
  1103. rate += sc->data[SC_MELTDOWN]->val2;
  1104. if( rate )
  1105. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1106. // Target armor breaking
  1107. rate = 0;
  1108. if( sd )
  1109. rate += sd->break_armor_rate;
  1110. if( sc && sc->data[SC_MELTDOWN] )
  1111. rate += sc->data[SC_MELTDOWN]->val3;
  1112. if( rate )
  1113. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1114. }
  1115. }
  1116. // Autospell when attacking
  1117. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1118. {
  1119. struct block_list *tbl;
  1120. struct unit_data *ud;
  1121. int i, skilllv, type;
  1122. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1123. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1124. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1125. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1126. continue; // one or more trigger conditions were not fulfilled
  1127. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1128. if (skillnotok(skill, sd))
  1129. continue;
  1130. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1131. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1132. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1133. if (rand()%1000 >= rate)
  1134. continue;
  1135. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1136. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1137. int maxcount = 0;
  1138. if( !(BL_PC&battle_config.skill_reiteration) &&
  1139. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1140. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1141. ) {
  1142. continue;
  1143. }
  1144. if( BL_PC&battle_config.skill_nofootset &&
  1145. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1146. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1147. ) {
  1148. continue;
  1149. }
  1150. if( BL_PC&battle_config.land_skill_limit &&
  1151. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1152. ) {
  1153. int v;
  1154. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1155. if(sd->ud.skillunit[v]->skill_id == skill)
  1156. maxcount--;
  1157. }
  1158. if( maxcount == 0 ) {
  1159. continue;
  1160. }
  1161. }
  1162. }
  1163. if( battle_config.autospell_check_range &&
  1164. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1165. continue;
  1166. if (skill == AS_SONICBLOW)
  1167. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1168. sd->state.autocast = 1;
  1169. skill_consume_requirement(sd,skill,skilllv,1);
  1170. switch (type) {
  1171. case CAST_GROUND:
  1172. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1173. break;
  1174. case CAST_NODAMAGE:
  1175. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1176. break;
  1177. case CAST_DAMAGE:
  1178. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1179. break;
  1180. }
  1181. sd->state.autocast = 0;
  1182. //Set canact delay. [Skotlex]
  1183. ud = unit_bl2ud(src);
  1184. if (ud) {
  1185. rate = skill_delayfix(src, skill, skilllv);
  1186. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1187. ud->canact_tick = tick+rate;
  1188. if ( battle_config.display_status_timers && sd )
  1189. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1190. }
  1191. }
  1192. }
  1193. }
  1194. //Autobonus when attacking
  1195. if( sd && sd->autobonus[0].rate )
  1196. {
  1197. int i;
  1198. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1199. {
  1200. if( rand()%1000 >= sd->autobonus[i].rate )
  1201. continue;
  1202. if( sd->autobonus[i].active != INVALID_TIMER )
  1203. continue;
  1204. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1205. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1206. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1207. continue; // one or more trigger conditions were not fulfilled
  1208. pc_exeautobonus(sd,&sd->autobonus[i]);
  1209. }
  1210. }
  1211. //Polymorph
  1212. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1213. dstmd && !(tstatus->mode&MD_BOSS) &&
  1214. (rand()%10000 < sd->classchange))
  1215. {
  1216. struct mob_db *mob;
  1217. int class_;
  1218. skill = 0;
  1219. do {
  1220. do {
  1221. class_ = rand() % MAX_MOB_DB;
  1222. } while (!mobdb_checkid(class_));
  1223. rate = rand() % 1000000;
  1224. mob = mob_db(class_);
  1225. } while (
  1226. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1227. (skill++) < 2000);
  1228. if (skill < 2000)
  1229. mob_class_change(dstmd,class_);
  1230. }
  1231. return 0;
  1232. }
  1233. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  1234. {
  1235. int skill, skilllv, i, type;
  1236. struct block_list *tbl;
  1237. if( sd == NULL || skillid <= 0 )
  1238. return 0;
  1239. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  1240. {
  1241. if( sd->autospell3[i].flag != skillid )
  1242. continue;
  1243. if( sd->autospell3[i].lock )
  1244. continue; // autospell already being executed
  1245. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1246. if( skillnotok(skill, sd) )
  1247. continue;
  1248. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1249. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  1250. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1251. continue; // No target
  1252. if( rand()%1000 >= sd->autospell3[i].rate )
  1253. continue;
  1254. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1255. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1256. int maxcount = 0;
  1257. if( !(BL_PC&battle_config.skill_reiteration) &&
  1258. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1259. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1260. ) {
  1261. continue;
  1262. }
  1263. if( BL_PC&battle_config.skill_nofootset &&
  1264. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1265. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1266. ) {
  1267. continue;
  1268. }
  1269. if( BL_PC&battle_config.land_skill_limit &&
  1270. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1271. ) {
  1272. int v;
  1273. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1274. if(sd->ud.skillunit[v]->skill_id == skill)
  1275. maxcount--;
  1276. }
  1277. if( maxcount == 0 ) {
  1278. continue;
  1279. }
  1280. }
  1281. }
  1282. if( battle_config.autospell_check_range &&
  1283. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1284. continue;
  1285. sd->state.autocast = 1;
  1286. sd->autospell3[i].lock = true;
  1287. skill_consume_requirement(sd,skill,skilllv,1);
  1288. switch( type )
  1289. {
  1290. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1291. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1292. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1293. }
  1294. sd->autospell3[i].lock = false;
  1295. sd->state.autocast = 0;
  1296. }
  1297. if( sd && sd->autobonus3[0].rate )
  1298. {
  1299. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1300. {
  1301. if( rand()%1000 >= sd->autobonus3[i].rate )
  1302. continue;
  1303. if( sd->autobonus3[i].active != INVALID_TIMER )
  1304. continue;
  1305. if( sd->autobonus3[i].atk_type != skillid )
  1306. continue;
  1307. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1308. }
  1309. }
  1310. return 1;
  1311. }
  1312. /* Splitted off from skill_additional_effect, which is never called when the
  1313. * attack skill kills the enemy. Place in this function counter status effects
  1314. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1315. * from cards) that will take effect on the source, not the target. [Skotlex]
  1316. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1317. * type of skills, so not every instance of skill_additional_effect needs a call
  1318. * to this one.
  1319. */
  1320. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1321. {
  1322. int rate;
  1323. struct map_session_data *sd=NULL;
  1324. struct map_session_data *dstsd=NULL;
  1325. struct status_change *tsc;
  1326. nullpo_ret(src);
  1327. nullpo_ret(bl);
  1328. if(skillid < 0) return 0;
  1329. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1330. tsc = status_get_sc(bl);
  1331. if (tsc && !tsc->count)
  1332. tsc = NULL;
  1333. sd = BL_CAST(BL_PC, src);
  1334. dstsd = BL_CAST(BL_PC, bl);
  1335. if(dstsd && attack_type&BF_WEAPON)
  1336. { //Counter effects.
  1337. enum sc_type type;
  1338. int i, time;
  1339. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1340. {
  1341. rate = dstsd->addeff2[i].rate;
  1342. if (attack_type&BF_LONG)
  1343. rate+=dstsd->addeff2[i].arrow_rate;
  1344. if (!rate) continue;
  1345. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1346. { //Trigger has range consideration.
  1347. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1348. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1349. continue; //Range Failed.
  1350. }
  1351. type = dstsd->addeff2[i].id;
  1352. time = skill_get_time2(status_sc2skill(type),7);
  1353. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1354. status_change_start(src,type,rate,7,0,0,0,time,0);
  1355. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1356. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1357. }
  1358. }
  1359. switch(skillid){
  1360. case MO_EXTREMITYFIST:
  1361. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1362. break;
  1363. case GS_FULLBUSTER:
  1364. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1365. break;
  1366. case HFLI_SBR44: //[orn]
  1367. case HVAN_EXPLOSION:
  1368. if(src->type == BL_HOM){
  1369. TBL_HOM *hd = (TBL_HOM*)src;
  1370. hd->homunculus.intimacy = 200;
  1371. if (hd->master)
  1372. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1373. }
  1374. break;
  1375. case CR_GRANDCROSS:
  1376. case NPC_GRANDDARKNESS:
  1377. attack_type |= BF_WEAPON;
  1378. break;
  1379. }
  1380. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1381. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1382. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1383. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1384. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1385. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1386. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1387. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1388. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1389. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1390. }
  1391. if( sd && status_isdead(bl) )
  1392. {
  1393. int sp = 0, hp = 0;
  1394. if( attack_type&BF_WEAPON )
  1395. {
  1396. sp += sd->sp_gain_value;
  1397. sp += sd->sp_gain_race[status_get_race(bl)];
  1398. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1399. hp += sd->hp_gain_value;
  1400. }
  1401. if( attack_type&BF_MAGIC )
  1402. {
  1403. sp += sd->magic_sp_gain_value;
  1404. hp += sd->magic_hp_gain_value;
  1405. }
  1406. if( hp || sp )
  1407. {// updated to force healing to allow healing through berserk
  1408. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1409. }
  1410. }
  1411. // Trigger counter-spells to retaliate against damage causing skills.
  1412. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1413. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1414. {
  1415. struct block_list *tbl;
  1416. struct unit_data *ud;
  1417. int i, skillid, skilllv, rate, type;
  1418. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1419. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1420. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1421. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1422. continue; // one or more trigger conditions were not fulfilled
  1423. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1424. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1425. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1426. rate = dstsd->autospell2[i].rate;
  1427. if (attack_type&BF_LONG)
  1428. rate>>=1;
  1429. if (skillnotok(skillid, dstsd))
  1430. continue;
  1431. if (rand()%1000 >= rate)
  1432. continue;
  1433. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1434. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1435. int maxcount = 0;
  1436. if( !(BL_PC&battle_config.skill_reiteration) &&
  1437. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1438. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1439. ) {
  1440. continue;
  1441. }
  1442. if( BL_PC&battle_config.skill_nofootset &&
  1443. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1444. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1445. ) {
  1446. continue;
  1447. }
  1448. if( BL_PC&battle_config.land_skill_limit &&
  1449. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1450. ) {
  1451. int v;
  1452. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1453. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1454. maxcount--;
  1455. }
  1456. if( maxcount == 0 ) {
  1457. continue;
  1458. }
  1459. }
  1460. }
  1461. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1462. continue;
  1463. dstsd->state.autocast = 1;
  1464. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1465. switch (type) {
  1466. case CAST_GROUND:
  1467. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1468. break;
  1469. case CAST_NODAMAGE:
  1470. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1471. break;
  1472. case CAST_DAMAGE:
  1473. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1474. break;
  1475. }
  1476. dstsd->state.autocast = 0;
  1477. //Set canact delay. [Skotlex]
  1478. ud = unit_bl2ud(bl);
  1479. if (ud) {
  1480. rate = skill_delayfix(bl, skillid, skilllv);
  1481. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1482. ud->canact_tick = tick+rate;
  1483. if ( battle_config.display_status_timers && dstsd )
  1484. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1485. }
  1486. }
  1487. }
  1488. }
  1489. //Autobonus when attacked
  1490. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1491. {
  1492. int i;
  1493. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1494. {
  1495. if( rand()%1000 >= dstsd->autobonus2[i].rate )
  1496. continue;
  1497. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1498. continue;
  1499. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1500. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1501. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1502. continue; // one or more trigger conditions were not fulfilled
  1503. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1504. }
  1505. }
  1506. return 0;
  1507. }
  1508. /*=========================================================================
  1509. Breaks equipment. On-non players causes the corresponding strip effect.
  1510. - rate goes from 0 to 10000 (100.00%)
  1511. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1512. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1513. --------------------------------------------------------------------------*/
  1514. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1515. {
  1516. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1517. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1518. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1519. struct status_change *sc = status_get_sc(bl);
  1520. int i,j;
  1521. TBL_PC *sd;
  1522. sd = BL_CAST(BL_PC, bl);
  1523. if (sc && !sc->count)
  1524. sc = NULL;
  1525. if (sd) {
  1526. if (sd->unbreakable_equip)
  1527. where &= ~sd->unbreakable_equip;
  1528. if (sd->unbreakable)
  1529. rate -= rate*sd->unbreakable/100;
  1530. if (where&EQP_WEAPON) {
  1531. switch (sd->status.weapon) {
  1532. case W_FIST: //Bare fists should not break :P
  1533. case W_1HAXE:
  1534. case W_2HAXE:
  1535. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1536. case W_2HMACE:
  1537. case W_STAFF:
  1538. case W_2HSTAFF:
  1539. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1540. case W_HUUMA:
  1541. where &= ~EQP_WEAPON;
  1542. }
  1543. }
  1544. }
  1545. if (flag&BCT_ENEMY) {
  1546. if (battle_config.equip_skill_break_rate != 100)
  1547. rate = rate*battle_config.equip_skill_break_rate/100;
  1548. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1549. if (battle_config.equip_self_break_rate != 100)
  1550. rate = rate*battle_config.equip_self_break_rate/100;
  1551. }
  1552. for (i = 0; i < 4; i++) {
  1553. if (where&where_list[i]) {
  1554. if (sc && sc->count && sc->data[scdef[i]])
  1555. where&=~where_list[i];
  1556. else if (rand()%10000 >= rate)
  1557. where&=~where_list[i];
  1558. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1559. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1560. }
  1561. }
  1562. if (!where) //Nothing to break.
  1563. return 0;
  1564. if (sd) {
  1565. for (i = 0; i < EQI_MAX; i++) {
  1566. j = sd->equip_index[i];
  1567. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1568. continue;
  1569. flag = 0;
  1570. switch(i) {
  1571. case EQI_HEAD_TOP: //Upper Head
  1572. flag = (where&EQP_HELM);
  1573. break;
  1574. case EQI_ARMOR: //Body
  1575. flag = (where&EQP_ARMOR);
  1576. break;
  1577. case EQI_HAND_R: //Left/Right hands
  1578. case EQI_HAND_L:
  1579. flag = (
  1580. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1581. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1582. break;
  1583. case EQI_SHOES:
  1584. flag = (where&EQP_SHOES);
  1585. break;
  1586. case EQI_GARMENT:
  1587. flag = (where&EQP_GARMENT);
  1588. break;
  1589. default:
  1590. continue;
  1591. }
  1592. if (flag) {
  1593. sd->status.inventory[j].attribute = 1;
  1594. pc_unequipitem(sd, j, 3);
  1595. }
  1596. }
  1597. clif_equiplist(sd);
  1598. }
  1599. return where; //Return list of pieces broken.
  1600. }
  1601. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1602. {
  1603. struct status_change *sc;
  1604. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1605. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1606. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1607. int i;
  1608. if (rand()%100 >= rate)
  1609. return 0;
  1610. sc = status_get_sc(bl);
  1611. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1612. return 0;
  1613. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1614. if (where&pos[i] && sc->data[sc_def[i]])
  1615. where&=~pos[i];
  1616. }
  1617. if (!where) return 0;
  1618. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1619. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1620. where&=~pos[i];
  1621. }
  1622. return where?1:0;
  1623. }
  1624. //Early declaration
  1625. static int skill_area_temp[8];
  1626. /*=========================================================================
  1627. Used to knock back players, monsters, traps, etc
  1628. - 'count' is the number of squares to knock back
  1629. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1630. - if 'flag&0x1', position update packets must not be sent.
  1631. -------------------------------------------------------------------------*/
  1632. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1633. {
  1634. int dx = 0, dy = 0;
  1635. struct skill_unit* su = NULL;
  1636. nullpo_ret(src);
  1637. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1638. return 0; //No knocking back in WoE
  1639. if (count == 0)
  1640. return 0; //Actual knockback distance is 0.
  1641. switch (target->type)
  1642. {
  1643. case BL_MOB:
  1644. {
  1645. struct mob_data* md = BL_CAST(BL_MOB, target);
  1646. if( md->class_ == MOBID_EMPERIUM )
  1647. return 0;
  1648. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1649. return 0;
  1650. }
  1651. break;
  1652. case BL_PC:
  1653. {
  1654. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1655. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1656. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1657. if( src != target && sd->special_state.no_knockback )
  1658. return 0;
  1659. }
  1660. break;
  1661. case BL_SKILL:
  1662. su = (struct skill_unit *)target;
  1663. if( su->group->unit_id == UNT_ANKLESNARE )
  1664. return 0; // ankle snare cannot be knocked back
  1665. break;
  1666. }
  1667. if (direction == -1) // <optimized>: do the computation here instead of outside
  1668. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1669. if (direction >= 0 && direction < 8)
  1670. { // take the reversed 'direction' and reverse it
  1671. dx = -dirx[direction];
  1672. dy = -diry[direction];
  1673. }
  1674. return unit_blown(target, dx, dy, count, flag&0x1);
  1675. }
  1676. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1677. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1678. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1679. {
  1680. struct status_change *sc = status_get_sc(bl);
  1681. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1682. // item-based reflection
  1683. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1684. return 1;
  1685. if( is_boss(src) )
  1686. return 0;
  1687. // status-based reflection
  1688. if( !sc || sc->count == 0 )
  1689. return 0;
  1690. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1691. return 1;
  1692. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1693. {// Kaite only works against non-players if they are low-level.
  1694. clif_specialeffect(bl, 438, AREA);
  1695. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1696. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1697. return 2;
  1698. }
  1699. return 0;
  1700. }
  1701. /*
  1702. * =========================================================================
  1703. * Does a skill attack with the given properties.
  1704. * src is the master behind the attack (player/mob/pet)
  1705. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1706. * bl is the target to be attacked.
  1707. * flag can hold a bunch of information:
  1708. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1709. * (usually holds number of targets, or just 1 for simple splash attacks)
  1710. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1711. * packet shouldn't display a skill animation)
  1712. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1713. * client (causes player characters to not scream skill name)
  1714. *-------------------------------------------------------------------------*/
  1715. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1716. {
  1717. struct Damage dmg;
  1718. struct status_data *sstatus, *tstatus;
  1719. struct status_change *sc;
  1720. struct map_session_data *sd, *tsd;
  1721. int type,damage,rdamage=0;
  1722. if(skillid > 0 && skilllv <= 0) return 0;
  1723. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1724. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1725. nullpo_ret(bl); //Target to be attacked.
  1726. if (src != dsrc) {
  1727. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1728. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1729. return 0;
  1730. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1731. //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
  1732. if (!status_check_skilluse(src, bl, skillid, 2))
  1733. return 0;
  1734. }
  1735. sd = BL_CAST(BL_PC, src);
  1736. tsd = BL_CAST(BL_PC, bl);
  1737. sstatus = status_get_status_data(src);
  1738. tstatus = status_get_status_data(bl);
  1739. sc= status_get_sc(bl);
  1740. if (sc && !sc->count) sc = NULL; //Don't need it.
  1741. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1742. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1743. return 0;
  1744. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1745. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1746. return 0;
  1747. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1748. //Skotlex: Adjusted to the new system
  1749. if(src->type==BL_PET)
  1750. { // [Valaris]
  1751. struct pet_data *pd = (TBL_PET*)src;
  1752. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1753. {
  1754. int element = skill_get_ele(skillid, skilllv);
  1755. if (skillid == -1)
  1756. element = sstatus->rhw.ele;
  1757. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1758. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1759. else
  1760. dmg.damage= skilllv;
  1761. dmg.damage2=0;
  1762. dmg.div_= pd->a_skill->div_;
  1763. }
  1764. }
  1765. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1766. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1767. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1768. { //Magic reflection, switch caster/target
  1769. struct block_list *tbl = bl;
  1770. bl = src;
  1771. src = tbl;
  1772. sd = BL_CAST(BL_PC, src);
  1773. tsd = BL_CAST(BL_PC, bl);
  1774. sc = status_get_sc(bl);
  1775. if (sc && !sc->count)
  1776. sc = NULL; //Don't need it.
  1777. //Spirit of Wizard blocks Kaite's reflection
  1778. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1779. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1780. type = tsd?pc_search_inventory (tsd, 7321):0;
  1781. if (type >= 0) {
  1782. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  1783. dmg.damage = dmg.damage2 = 0;
  1784. dmg.dmg_lv = ATK_MISS;
  1785. sc->data[SC_SPIRIT]->val3 = skillid;
  1786. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1787. }
  1788. }
  1789. /**
  1790. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1791. **/
  1792. #if RR_MAGIC_REFLECTION
  1793. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1794. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1795. #endif
  1796. }
  1797. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1798. int sp = skill_get_sp(skillid,skilllv);
  1799. dmg.damage = dmg.damage2 = 0;
  1800. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1801. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1802. if(skillid == WZ_WATERBALL && skilllv > 1)
  1803. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1804. status_heal(bl, 0, sp, 2);
  1805. }
  1806. }
  1807. damage = dmg.damage + dmg.damage2;
  1808. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1809. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1810. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1811. damage = 1;
  1812. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1813. && skillid != WS_CARTTERMINATION) || (sc && sc->data[SC_REFLECTDAMAGE])) )
  1814. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag);
  1815. //Skill hit type
  1816. type=(skillid==0)?5:skill_get_hit(skillid);
  1817. if(damage < dmg.div_
  1818. //Only skills that knockback even when they miss. [Skotlex]
  1819. && skillid != CH_PALMSTRIKE)
  1820. dmg.blewcount = 0;
  1821. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1822. if(battle_config.gx_disptype) dsrc = src;
  1823. if(src == bl) type = 4;
  1824. else flag|=SD_ANIMATION;
  1825. }
  1826. if(skillid == NJ_TATAMIGAESHI) {
  1827. dsrc = src; //For correct knockback.
  1828. flag|=SD_ANIMATION;
  1829. }
  1830. if(sd) {
  1831. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1832. struct status_change_entry *sce;
  1833. if ((sce = sd->sc.data[SC_COMBO]))
  1834. { //End combo state after skill is invoked. [Skotlex]
  1835. switch (skillid) {
  1836. case TK_TURNKICK:
  1837. case TK_STORMKICK:
  1838. case TK_DOWNKICK:
  1839. case TK_COUNTER:
  1840. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1841. { //Extend combo time.
  1842. sce->val1 = skillid; //Update combo-skill
  1843. sce->val3 = skillid;
  1844. if( sce->timer != INVALID_TIMER )
  1845. delete_timer(sce->timer, status_change_timer);
  1846. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  1847. break;
  1848. }
  1849. unit_cancel_combo(src); // Cancel combo wait
  1850. break;
  1851. default:
  1852. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  1853. status_change_end(src, SC_COMBO, INVALID_TIMER);
  1854. }
  1855. }
  1856. switch(skillid)
  1857. {
  1858. case MO_TRIPLEATTACK:
  1859. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1860. flag=1;
  1861. break;
  1862. case MO_CHAINCOMBO:
  1863. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1864. flag=1;
  1865. break;
  1866. case MO_COMBOFINISH:
  1867. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1868. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1869. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1870. flag=1;
  1871. case CH_TIGERFIST:
  1872. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1873. flag=1;
  1874. case CH_CHAINCRUSH:
  1875. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1876. flag=1;
  1877. break;
  1878. case AC_DOUBLE:
  1879. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1880. {
  1881. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1882. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  1883. clif_combo_delay(src,2000);
  1884. }
  1885. break;
  1886. case TK_COUNTER:
  1887. { //bonus from SG_FRIEND [Komurka]
  1888. int level;
  1889. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1890. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1891. }
  1892. break;
  1893. case SL_STIN:
  1894. case SL_STUN:
  1895. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1896. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1897. break;
  1898. case GS_FULLBUSTER:
  1899. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1900. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1901. break;
  1902. } //Switch End
  1903. if (flag) { //Possible to chain
  1904. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1905. if (flag < 1) flag = 1;
  1906. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  1907. clif_combo_delay(src, flag);
  1908. }
  1909. }
  1910. //Display damage.
  1911. switch( skillid )
  1912. {
  1913. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1914. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1915. break;
  1916. //Skills that need be passed as a normal attack for the client to display correctly.
  1917. case HVAN_EXPLOSION:
  1918. case NPC_SELFDESTRUCTION:
  1919. if(src->type==BL_PC)
  1920. dmg.blewcount = 10;
  1921. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1922. // fall through
  1923. case KN_AUTOCOUNTER:
  1924. case NPC_CRITICALSLASH:
  1925. case TF_DOUBLE:
  1926. case GS_CHAINACTION:
  1927. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1928. break;
  1929. case AS_SPLASHER:
  1930. if( flag&SD_ANIMATION ) // the surrounding targets
  1931. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1932. else // the central target doesn't display an animation
  1933. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1934. break;
  1935. /**
  1936. * Warlock
  1937. **/
  1938. case WL_HELLINFERNO:
  1939. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  1940. break;
  1941. case WL_SOULEXPANSION:
  1942. case WL_COMET:
  1943. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  1944. break;
  1945. case WL_CHAINLIGHTNING_ATK:
  1946. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  1947. break;
  1948. case WL_TETRAVORTEX_FIRE:
  1949. case WL_TETRAVORTEX_WATER:
  1950. case WL_TETRAVORTEX_WIND:
  1951. case WL_TETRAVORTEX_GROUND:
  1952. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
  1953. break;
  1954. /**
  1955. * Royal Guard
  1956. **/
  1957. case LG_OVERBRAND_BRANDISH:
  1958. case LG_OVERBRAND_PLUSATK:
  1959. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
  1960. break;
  1961. /**
  1962. * Arch Bishop
  1963. **/
  1964. case AB_DUPLELIGHT_MELEE:
  1965. case AB_DUPLELIGHT_MAGIC:
  1966. dmg.amotion = 300;
  1967. default:
  1968. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1969. type = 5;
  1970. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1971. break;
  1972. }
  1973. map_freeblock_lock();
  1974. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1975. && pc_checkskill(tsd,RG_PLAGIARISM)
  1976. && (!sc || !sc->data[SC_PRESERVE])
  1977. && damage < tsd->battle_status.hp)
  1978. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1979. int copy_skill = skillid;
  1980. /**
  1981. * Copy Referal: dummy skills should point to their source upon copying
  1982. **/
  1983. switch( skillid ) {
  1984. case AB_DUPLELIGHT_MELEE:
  1985. case AB_DUPLELIGHT_MAGIC:
  1986. copy_skill = AB_DUPLELIGHT;
  1987. break;
  1988. case WL_CHAINLIGHTNING_ATK:
  1989. copy_skill = WL_CHAINLIGHTNING;
  1990. break;
  1991. case LG_OVERBRAND_BRANDISH:
  1992. case LG_OVERBRAND_PLUSATK:
  1993. copy_skill = LG_OVERBRAND;
  1994. break;
  1995. }
  1996. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  1997. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  1998. {
  1999. int lv = skilllv;
  2000. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2001. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2002. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2003. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2004. clif_deleteskill(tsd,tsd->cloneskill_id);
  2005. }
  2006. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2007. lv = type;
  2008. tsd->cloneskill_id = copy_skill;
  2009. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2010. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2011. tsd->status.skill[skillid].id = copy_skill;
  2012. tsd->status.skill[skillid].lv = lv;
  2013. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  2014. clif_addskill(tsd,skillid);
  2015. }
  2016. }
  2017. if( skillid != WZ_SIGHTRASHER &&
  2018. skillid != WZ_SIGHTBLASTER &&
  2019. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  2020. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  2021. bl->type == BL_SKILL && damage > 0 )
  2022. {
  2023. struct skill_unit* su = (struct skill_unit*)bl;
  2024. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2025. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  2026. }
  2027. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2028. { //Skills with can't walk delay also stop normal attacking for that
  2029. //duration when the attack connects. [Skotlex]
  2030. struct unit_data *ud = unit_bl2ud(src);
  2031. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2032. ud->attackabletime = tick + type;
  2033. }
  2034. if( !dmg.amotion )
  2035. { //Instant damage
  2036. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  2037. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2038. if( !status_isdead(bl) )
  2039. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  2040. if( damage > 0 ) //Counter status effects [Skotlex]
  2041. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  2042. }
  2043. // Hell Inferno burning status only starts if Fire part hits.
  2044. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  2045. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  2046. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2047. else if( skillid == SC_TRIANGLESHOT && rand()%100 > (1 + skilllv) )
  2048. dmg.blewcount = 0;
  2049. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2050. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2051. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  2052. {
  2053. int direction = -1; // default
  2054. switch(skillid) {
  2055. case MG_FIREWALL:
  2056. case WZ_STORMGUST:
  2057. case PR_SANCTUARY:
  2058. case LG_OVERBRAND:
  2059. direction = unit_getdir(bl);// backwards
  2060. break;
  2061. case WL_CRIMSONROCK:
  2062. direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2063. break;
  2064. }
  2065. if( skillid == LG_OVERBRAND ) {
  2066. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
  2067. short dir_x, dir_y;
  2068. dir_x = dirx[(direction+4)%8];
  2069. dir_y = diry[(direction+4)%8];
  2070. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2071. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2072. } else
  2073. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2074. } else
  2075. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  2076. }
  2077. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2078. if (dmg.amotion)
  2079. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2080. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2081. {
  2082. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2083. struct block_list *d_bl = map_id2bl(sce->val1);
  2084. if( d_bl && (
  2085. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2086. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2087. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2088. {
  2089. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2090. status_fix_damage(NULL, d_bl, damage, 0);
  2091. }
  2092. else {
  2093. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2094. if( !dmg.amotion )
  2095. status_fix_damage(src,bl,damage,dmg.dmotion);
  2096. }
  2097. }
  2098. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2099. int rate = 50 + skilllv * 5;
  2100. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2101. if(rand()%100 < rate)
  2102. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2103. }
  2104. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2105. dmg.flag |= BF_WEAPON;
  2106. if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) && damage > 0 )
  2107. {
  2108. if (battle_config.left_cardfix_to_right)
  2109. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2110. else
  2111. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2112. }
  2113. if( rdamage > 0 ) {
  2114. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2115. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2116. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2117. } else {
  2118. if( dmg.amotion )
  2119. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2120. else
  2121. status_fix_damage(bl,src,rdamage,0);
  2122. clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
  2123. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2124. if( tsd && src != bl )
  2125. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2126. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2127. }
  2128. }
  2129. if( damage > 0 ) {
  2130. if( skillid == RK_CRUSHSTRIKE ) // Your weapon will not be broken if you miss.
  2131. skill_break_equip(src,EQP_WEAPON,10000,BCT_SELF);
  2132. if( skillid == GC_VENOMPRESSURE ) {
  2133. struct status_change *ssc = status_get_sc(src);
  2134. if( ssc && ssc->data[SC_POISONINGWEAPON] && rand()%100 < 70 + 5*skilllv ) {
  2135. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1));
  2136. status_change_end(src,SC_POISONINGWEAPON,-1);
  2137. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2138. }
  2139. }
  2140. }
  2141. if (!(flag&2) &&
  2142. (
  2143. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2144. ) &&
  2145. (sc = status_get_sc(src)) &&
  2146. sc->data[SC_DOUBLECAST] &&
  2147. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2148. {
  2149. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2150. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2151. }
  2152. map_freeblock_unlock();
  2153. return damage;
  2154. }
  2155. /*==========================================
  2156. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2157. * flagについて?F16?i?を確認
  2158. * MSB <- 00fTffff ->LSB
  2159. * T =タ?ゲット選?用(BCT_*)
  2160. * ffff=自由に使用可能
  2161. * 0 =予約?B0に固定
  2162. *------------------------------------------*/
  2163. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2164. int skill_area_sub (struct block_list *bl, va_list ap)
  2165. {
  2166. struct block_list *src;
  2167. int skill_id,skill_lv,flag;
  2168. unsigned int tick;
  2169. SkillFunc func;
  2170. nullpo_ret(bl);
  2171. src=va_arg(ap,struct block_list *);
  2172. skill_id=va_arg(ap,int);
  2173. skill_lv=va_arg(ap,int);
  2174. tick=va_arg(ap,unsigned int);
  2175. flag=va_arg(ap,int);
  2176. func=va_arg(ap,SkillFunc);
  2177. if(battle_check_target(src,bl,flag) > 0)
  2178. {
  2179. // several splash skills need this initial dummy packet to display correctly
  2180. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2181. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2182. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2183. skill_area_temp[2]++;
  2184. return func(src,bl,skill_id,skill_lv,tick,flag);
  2185. }
  2186. return 0;
  2187. }
  2188. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2189. {
  2190. struct skill_unit *unit;
  2191. int skillid,g_skillid;
  2192. unit = (struct skill_unit *)bl;
  2193. if(bl->prev == NULL || bl->type != BL_SKILL)
  2194. return 0;
  2195. if(!unit->alive)
  2196. return 0;
  2197. skillid = va_arg(ap,int);
  2198. g_skillid = unit->group->skill_id;
  2199. switch (skillid)
  2200. {
  2201. case MG_SAFETYWALL:
  2202. case AL_PNEUMA:
  2203. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2204. return 0;
  2205. break;
  2206. case AL_WARP:
  2207. case HT_SKIDTRAP:
  2208. case MA_SKIDTRAP:
  2209. case HT_LANDMINE:
  2210. case MA_LANDMINE:
  2211. case HT_ANKLESNARE:
  2212. case HT_SHOCKWAVE:
  2213. case HT_SANDMAN:
  2214. case MA_SANDMAN:
  2215. case HT_FLASHER:
  2216. case HT_FREEZINGTRAP:
  2217. case MA_FREEZINGTRAP:
  2218. case HT_BLASTMINE:
  2219. case HT_CLAYMORETRAP:
  2220. case HT_TALKIEBOX:
  2221. case HP_BASILICA:
  2222. /**
  2223. * Ranger
  2224. **/
  2225. case RA_ELECTRICSHOCKER:
  2226. case RA_CLUSTERBOMB:
  2227. case RA_MAGENTATRAP:
  2228. case RA_COBALTTRAP:
  2229. case RA_MAIZETRAP:
  2230. case RA_VERDURETRAP:
  2231. case RA_FIRINGTRAP:
  2232. case RA_ICEBOUNDTRAP:
  2233. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2234. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2235. return 0;
  2236. break;
  2237. default: //Avoid stacking with same kind of trap. [Skotlex]
  2238. if (g_skillid != skillid)
  2239. return 0;
  2240. break;
  2241. }
  2242. return 1;
  2243. }
  2244. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2245. {
  2246. //Non players do not check for the skill's splash-trigger area.
  2247. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2248. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2249. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2250. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2251. return 0;
  2252. }
  2253. range += layout_type;
  2254. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2255. }
  2256. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2257. {
  2258. int skillid;
  2259. if(bl->prev == NULL)
  2260. return 0;
  2261. skillid = va_arg(ap,int);
  2262. if( status_isdead(bl) && skillid != AL_WARP )
  2263. return 0;
  2264. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2265. return 0;
  2266. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2267. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2268. return 1;
  2269. }
  2270. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2271. {
  2272. int range, type;
  2273. switch (skillid) { // to be expanded later
  2274. case WZ_ICEWALL:
  2275. range = 2;
  2276. break;
  2277. default:
  2278. {
  2279. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2280. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2281. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2282. return 0;
  2283. }
  2284. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2285. }
  2286. break;
  2287. }
  2288. // if the caster is a monster/NPC, only check for players
  2289. // otherwise just check characters
  2290. if (bl->type == BL_PC)
  2291. type = BL_CHAR;
  2292. else
  2293. type = BL_PC;
  2294. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2295. x - range, y - range, x + range, y + range,
  2296. type, skillid);
  2297. }
  2298. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2299. {
  2300. if(id == sd->bl.id && battle_config.guild_aura&16)
  2301. return 0; // Do not affect guild leader
  2302. if (sd->sc.data[SC_GUILDAURA]) {
  2303. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2304. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2305. sce->val3 = strvit;
  2306. sce->val4 = agidex;
  2307. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2308. }
  2309. return 0;
  2310. }
  2311. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2312. return 1;
  2313. }
  2314. /*==========================================
  2315. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2316. * Flag:
  2317. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2318. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2319. *------------------------------------------*/
  2320. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2321. {
  2322. struct status_data *status;
  2323. struct map_session_data *sd = NULL;
  2324. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2325. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2326. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2327. return 0;
  2328. nullpo_ret(bl);
  2329. switch( bl->type )
  2330. {
  2331. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2332. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2333. }
  2334. status = status_get_status_data(bl);
  2335. if( (j = skill_get_index(skill)) == 0 )
  2336. return 0;
  2337. // Requeriments
  2338. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2339. {
  2340. itemid[i] = skill_db[j].itemid[i];
  2341. amount[i] = skill_db[j].amount[i];
  2342. }
  2343. hp = skill_db[j].hp[lv-1];
  2344. sp = skill_db[j].sp[lv-1];
  2345. hp_rate = skill_db[j].hp_rate[lv-1];
  2346. sp_rate = skill_db[j].sp_rate[lv-1];
  2347. state = skill_db[j].state;
  2348. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2349. hp += (status->max_hp * mhp) / 100;
  2350. if( hp_rate > 0 )
  2351. hp += (status->hp * hp_rate) / 100;
  2352. else
  2353. hp += (status->max_hp * (-hp_rate)) / 100;
  2354. if( sp_rate > 0 )
  2355. sp += (status->sp * sp_rate) / 100;
  2356. else
  2357. sp += (status->max_sp * (-sp_rate)) / 100;
  2358. if( bl->type == BL_HOM )
  2359. { // Intimacy Requeriments
  2360. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2361. switch( skill )
  2362. {
  2363. case HFLI_SBR44:
  2364. if( hd->homunculus.intimacy <= 200 )
  2365. return 0;
  2366. break;
  2367. case HVAN_EXPLOSION:
  2368. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2369. return 0;
  2370. break;
  2371. }
  2372. }
  2373. if( !(type&2) )
  2374. {
  2375. if( hp > 0 && status->hp <= (unsigned int)hp )
  2376. {
  2377. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2378. return 0;
  2379. }
  2380. if( sp > 0 && status->sp <= (unsigned int)sp )
  2381. {
  2382. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2383. return 0;
  2384. }
  2385. }
  2386. if( !type )
  2387. switch( state )
  2388. {
  2389. case ST_MOVE_ENABLE:
  2390. if( !unit_can_move(bl) )
  2391. {
  2392. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2393. return 0;
  2394. }
  2395. break;
  2396. }
  2397. if( !(type&1) )
  2398. return 1;
  2399. // Check item existences
  2400. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2401. {
  2402. index[i] = -1;
  2403. if( itemid[i] < 1 ) continue; // No item
  2404. index[i] = pc_search_inventory(sd, itemid[i]);
  2405. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2406. {
  2407. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2408. return 0;
  2409. }
  2410. }
  2411. // Consume items
  2412. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2413. {
  2414. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2415. }
  2416. if( type&2 )
  2417. return 1;
  2418. if( sp || hp )
  2419. status_zap(bl, hp, sp);
  2420. return 1;
  2421. }
  2422. /*==========================================
  2423. *
  2424. *------------------------------------------*/
  2425. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2426. {
  2427. return 1;
  2428. }
  2429. /*==========================================
  2430. *
  2431. *------------------------------------------*/
  2432. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2433. {
  2434. struct block_list *src = map_id2bl(id),*target;
  2435. struct unit_data *ud = unit_bl2ud(src);
  2436. struct skill_timerskill *skl = NULL;
  2437. int range;
  2438. nullpo_ret(src);
  2439. nullpo_ret(ud);
  2440. skl = ud->skilltimerskill[data];
  2441. nullpo_ret(skl);
  2442. ud->skilltimerskill[data] = NULL;
  2443. do {
  2444. if(src->prev == NULL)
  2445. break;
  2446. if(skl->target_id) {
  2447. target = map_id2bl(skl->target_id);
  2448. if( skl->skill_id == RG_INTIMIDATE && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2449. target = src; //Required since it has to warp.
  2450. if(target == NULL)
  2451. break;
  2452. if(target->prev == NULL)
  2453. break;
  2454. if(src->m != target->m)
  2455. break;
  2456. if(status_isdead(src))
  2457. break;
  2458. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2459. break;
  2460. switch(skl->skill_id) {
  2461. case RG_INTIMIDATE:
  2462. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2463. short x,y;
  2464. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2465. if (target != src && !status_isdead(target))
  2466. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2467. }
  2468. break;
  2469. case BA_FROSTJOKER:
  2470. case DC_SCREAM:
  2471. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2472. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2473. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2474. break;
  2475. case NPC_EARTHQUAKE:
  2476. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2477. skill_area_temp[1] = src->id;
  2478. skill_area_temp[2] = 0;
  2479. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2480. if( skl->type > 1 )
  2481. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2482. break;
  2483. case WZ_WATERBALL:
  2484. if (!status_isdead(target))
  2485. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2486. if (skl->type>1 && !status_isdead(target)) {
  2487. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2488. } else {
  2489. struct status_change *sc = status_get_sc(src);
  2490. if(sc) {
  2491. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  2492. if(sc->data[SC_SPIRIT] &&
  2493. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2494. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2495. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2496. }
  2497. }
  2498. break;
  2499. /**
  2500. * Warlock
  2501. **/
  2502. case WL_CHAINLIGHTNING_ATK:
  2503. {
  2504. struct block_list *nbl = NULL; // Next Target of Chain
  2505. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2506. if( skl->type > 1 )
  2507. { // Remaining Chains Hit
  2508. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2509. if( nbl == NULL && skl->x > 1 )
  2510. {
  2511. nbl = target;
  2512. skl->x--;
  2513. }
  2514. else skl->x = 3;
  2515. }
  2516. if( nbl )
  2517. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2518. }
  2519. break;
  2520. case WL_TETRAVORTEX_FIRE:
  2521. case WL_TETRAVORTEX_WATER:
  2522. case WL_TETRAVORTEX_WIND:
  2523. case WL_TETRAVORTEX_GROUND:
  2524. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2525. if( skl->type >= 3 )
  2526. { // Final Hit
  2527. status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power
  2528. if( !status_isdead(target) )
  2529. { // Final Status Effect
  2530. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2531. applyeffects[4] = { 0, 0, 0, 0 },
  2532. i, j = 0, k = 0;
  2533. for( i = 1; i <= 8; i = i + i )
  2534. {
  2535. if( skl->x&i )
  2536. {
  2537. applyeffects[j] = effects[k];
  2538. j++;
  2539. }
  2540. k++;
  2541. }
  2542. if( j )
  2543. {
  2544. i = applyeffects[rand()%j];
  2545. status_change_start(target, i, 10000, skl->skill_lv,
  2546. (i == SC_BURNING ? 1000 : 0),
  2547. (i == SC_BURNING ? src->id : 0),
  2548. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2549. }
  2550. }
  2551. }
  2552. break;
  2553. case LG_MOONSLASHER:
  2554. if( target->type == BL_PC ) {
  2555. struct map_session_data *tsd = NULL;
  2556. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  2557. pc_setsit(tsd);
  2558. skill_sit(tsd,1);
  2559. clif_sitting(&tsd->bl);
  2560. }
  2561. }
  2562. break;
  2563. case LG_OVERBRAND_BRANDISH:
  2564. case LG_OVERBRAND_PLUSATK:
  2565. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  2566. break;
  2567. default:
  2568. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2569. break;
  2570. }
  2571. }
  2572. else {
  2573. if(src->m != skl->map)
  2574. break;
  2575. switch( skl->skill_id )
  2576. {
  2577. case WZ_METEOR:
  2578. if( skl->type >= 0 )
  2579. {
  2580. int x = skl->type>>16, y = skl->type&0xFFFF;
  2581. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2582. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2583. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2584. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2585. }
  2586. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2587. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2588. break;
  2589. case WL_EARTHSTRAIN:
  2590. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2591. break;
  2592. }
  2593. if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND )
  2594. status_change_end(src,SC_MAGICPOWER,-1);
  2595. }
  2596. } while (0);
  2597. //Free skl now that it is no longer needed.
  2598. ers_free(skill_timer_ers, skl);
  2599. return 0;
  2600. }
  2601. /*==========================================
  2602. *
  2603. *------------------------------------------*/
  2604. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2605. {
  2606. int i;
  2607. struct unit_data *ud;
  2608. nullpo_retr(1, src);
  2609. ud = unit_bl2ud(src);
  2610. nullpo_retr(1, ud);
  2611. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2612. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2613. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2614. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2615. ud->skilltimerskill[i]->src_id = src->id;
  2616. ud->skilltimerskill[i]->target_id = target;
  2617. ud->skilltimerskill[i]->skill_id = skill_id;
  2618. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2619. ud->skilltimerskill[i]->map = src->m;
  2620. ud->skilltimerskill[i]->x = x;
  2621. ud->skilltimerskill[i]->y = y;
  2622. ud->skilltimerskill[i]->type = type;
  2623. ud->skilltimerskill[i]->flag = flag;
  2624. return 0;
  2625. }
  2626. /*==========================================
  2627. *
  2628. *------------------------------------------*/
  2629. int skill_cleartimerskill (struct block_list *src)
  2630. {
  2631. int i;
  2632. struct unit_data *ud;
  2633. nullpo_ret(src);
  2634. ud = unit_bl2ud(src);
  2635. nullpo_ret(ud);
  2636. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2637. if(ud->skilltimerskill[i]) {
  2638. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2639. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2640. ud->skilltimerskill[i]=NULL;
  2641. }
  2642. }
  2643. return 1;
  2644. }
  2645. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2646. {
  2647. TBL_SKILL *su = (TBL_SKILL*)bl;
  2648. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2649. { //Reveal trap.
  2650. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2651. //clif_changetraplook(bl, su->group->unit_id);
  2652. clif_skill_setunit(su);
  2653. return 1;
  2654. }
  2655. return 0;
  2656. }
  2657. /*==========================================
  2658. *
  2659. *
  2660. *------------------------------------------*/
  2661. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2662. {
  2663. struct map_session_data *sd = NULL;
  2664. struct status_data *tstatus;
  2665. struct status_change *sc;
  2666. if (skillid > 0 && skilllv <= 0) return 0;
  2667. nullpo_retr(1, src);
  2668. nullpo_retr(1, bl);
  2669. if (src->m != bl->m)
  2670. return 1;
  2671. if (bl->prev == NULL)
  2672. return 1;
  2673. sd = BL_CAST(BL_PC, src);
  2674. if (status_isdead(bl))
  2675. return 1;
  2676. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2677. { //GTB makes all targetted magic display miss with a single bolt.
  2678. sc_type sct = status_skill2sc(skillid);
  2679. if(sct != SC_NONE)
  2680. status_change_end(bl, sct, INVALID_TIMER);
  2681. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2682. return 1;
  2683. }
  2684. sc = status_get_sc(src);
  2685. if (sc && !sc->count)
  2686. sc = NULL; //Unneeded
  2687. tstatus = status_get_status_data(bl);
  2688. map_freeblock_lock();
  2689. switch(skillid)
  2690. {
  2691. case MER_CRASH:
  2692. case SM_BASH:
  2693. case MS_BASH:
  2694. case MC_MAMMONITE:
  2695. case TF_DOUBLE:
  2696. case AC_DOUBLE:
  2697. case MA_DOUBLE:
  2698. case AS_SONICBLOW:
  2699. case KN_PIERCE:
  2700. case ML_PIERCE:
  2701. case KN_SPEARBOOMERANG:
  2702. case TF_POISON:
  2703. case TF_SPRINKLESAND:
  2704. case AC_CHARGEARROW:
  2705. case MA_CHARGEARROW:
  2706. case RG_INTIMIDATE:
  2707. case AM_ACIDTERROR:
  2708. case BA_MUSICALSTRIKE:
  2709. case DC_THROWARROW:
  2710. case BA_DISSONANCE:
  2711. case CR_HOLYCROSS:
  2712. case NPC_DARKCROSS:
  2713. case CR_SHIELDCHARGE:
  2714. case CR_SHIELDBOOMERANG:
  2715. case NPC_PIERCINGATT:
  2716. case NPC_MENTALBREAKER:
  2717. case NPC_RANGEATTACK:
  2718. case NPC_CRITICALSLASH:
  2719. case NPC_COMBOATTACK:
  2720. case NPC_GUIDEDATTACK:
  2721. case NPC_POISON:
  2722. case NPC_RANDOMATTACK:
  2723. case NPC_WATERATTACK:
  2724. case NPC_GROUNDATTACK:
  2725. case NPC_FIREATTACK:
  2726. case NPC_WINDATTACK:
  2727. case NPC_POISONATTACK:
  2728. case NPC_HOLYATTACK:
  2729. case NPC_DARKNESSATTACK:
  2730. case NPC_TELEKINESISATTACK:
  2731. case NPC_UNDEADATTACK:
  2732. case NPC_ARMORBRAKE:
  2733. case NPC_WEAPONBRAKER:
  2734. case NPC_HELMBRAKE:
  2735. case NPC_SHIELDBRAKE:
  2736. case NPC_BLINDATTACK:
  2737. case NPC_SILENCEATTACK:
  2738. case NPC_STUNATTACK:
  2739. case NPC_PETRIFYATTACK:
  2740. case NPC_CURSEATTACK:
  2741. case NPC_SLEEPATTACK:
  2742. case LK_AURABLADE:
  2743. case LK_SPIRALPIERCE:
  2744. case ML_SPIRALPIERCE:
  2745. case LK_HEADCRUSH:
  2746. case CG_ARROWVULCAN:
  2747. case HW_MAGICCRASHER:
  2748. case ITM_TOMAHAWK:
  2749. case MO_TRIPLEATTACK:
  2750. case CH_CHAINCRUSH:
  2751. case CH_TIGERFIST:
  2752. case PA_SHIELDCHAIN: // Shield Chain
  2753. case PA_SACRIFICE:
  2754. case WS_CARTTERMINATION: // Cart Termination
  2755. case AS_VENOMKNIFE:
  2756. case HT_PHANTASMIC:
  2757. case HT_POWER:
  2758. case TK_DOWNKICK:
  2759. case TK_COUNTER:
  2760. case GS_CHAINACTION:
  2761. case GS_TRIPLEACTION:
  2762. case GS_MAGICALBULLET:
  2763. case GS_TRACKING:
  2764. case GS_PIERCINGSHOT:
  2765. case GS_RAPIDSHOWER:
  2766. case GS_DUST:
  2767. case GS_DISARM: // Added disarm. [Reddozen]
  2768. case GS_FULLBUSTER:
  2769. case NJ_SYURIKEN:
  2770. case NJ_KUNAI:
  2771. case ASC_BREAKER:
  2772. case HFLI_MOON: //[orn]
  2773. case HFLI_SBR44: //[orn]
  2774. case NPC_BLEEDING:
  2775. case NPC_CRITICALWOUND:
  2776. case NPC_HELLPOWER:
  2777. /**
  2778. * Rune Knight
  2779. **/
  2780. case RK_SONICWAVE:
  2781. case RK_HUNDREDSPEAR:
  2782. case RK_WINDCUTTER:
  2783. /**
  2784. * Arch Bishop
  2785. **/
  2786. case AB_DUPLELIGHT_MELEE:
  2787. /**
  2788. * Ranger
  2789. **/
  2790. case RA_AIMEDBOLT:
  2791. /**
  2792. * Mechanic
  2793. **/
  2794. case NC_AXEBOOMERANG:
  2795. case NC_POWERSWING:
  2796. /**
  2797. * Guilotinne Cross
  2798. **/
  2799. case GC_CROSSIMPACT:
  2800. case GC_VENOMPRESSURE:
  2801. /**
  2802. * Royal Guard
  2803. **/
  2804. case LG_BANISHINGPOINT:
  2805. case LG_SHIELDPRESS:
  2806. case LG_RAGEBURST:
  2807. case LG_RAYOFGENESIS:
  2808. case LG_HESPERUSLIT:
  2809. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2810. break;
  2811. /**
  2812. * Mechanic (MADO GEAR)
  2813. **/
  2814. case NC_BOOSTKNUCKLE:
  2815. case NC_PILEBUNKER:
  2816. case NC_VULCANARM:
  2817. case NC_COLDSLOWER:
  2818. case NC_ARMSCANNON:
  2819. if (sd) pc_overheat(sd,1);
  2820. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2821. break;
  2822. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2823. switch( rand()%6 ){
  2824. case 0: flag |= BREAK_ANKLE; break;
  2825. case 1: flag |= BREAK_WRIST; break;
  2826. case 2: flag |= BREAK_KNEE; break;
  2827. case 3: flag |= BREAK_SHOULDER; break;
  2828. case 4: flag |= BREAK_WAIST; break;
  2829. case 5: flag |= BREAK_NECK; break;
  2830. }
  2831. //TODO: is there really no cleaner way to do this?
  2832. sc = status_get_sc(bl);
  2833. if (sc) sc->jb_flag = flag;
  2834. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2835. break;
  2836. case MO_COMBOFINISH:
  2837. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2838. { //Becomes a splash attack when Soul Linked.
  2839. map_foreachinrange(skill_area_sub, bl,
  2840. skill_get_splash(skillid, skilllv),splash_target(src),
  2841. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2842. skill_castend_damage_id);
  2843. } else
  2844. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2845. break;
  2846. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2847. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2848. skill_area_temp[1] = 0;
  2849. map_foreachinrange(skill_attack_area, src,
  2850. skill_get_splash(skillid, skilllv), splash_target(src),
  2851. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2852. break;
  2853. case KN_CHARGEATK:
  2854. {
  2855. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2856. unsigned int dist = distance_bl(src, bl);
  2857. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2858. // teleport to target (if not on WoE grounds)
  2859. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2860. clif_slide(src, bl->x, bl->y);
  2861. // cause damage and knockback if the path to target was a straight one
  2862. if( path )
  2863. {
  2864. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2865. skill_blown(src, bl, dist, dir, 0);
  2866. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2867. // make the caster look in the direction of the target
  2868. unit_setdir(src, (dir+4)%8);
  2869. }
  2870. }
  2871. break;
  2872. case NC_FLAMELAUNCHER:
  2873. if (sd) pc_overheat(sd,1);
  2874. case SN_SHARPSHOOTING:
  2875. case MA_SHARPSHOOTING:
  2876. case NJ_KAMAITACHI:
  2877. case LG_CANNONSPEAR:
  2878. //It won't shoot through walls since on castend there has to be a direct
  2879. //line of sight between caster and target.
  2880. skill_area_temp[1] = bl->id;
  2881. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2882. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2883. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2884. break;
  2885. case NPC_ACIDBREATH:
  2886. case NPC_DARKNESSBREATH:
  2887. case NPC_FIREBREATH:
  2888. case NPC_ICEBREATH:
  2889. case NPC_THUNDERBREATH:
  2890. skill_area_temp[1] = bl->id;
  2891. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2892. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2893. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2894. break;
  2895. case MO_INVESTIGATE:
  2896. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2897. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2898. break;
  2899. case RG_BACKSTAP:
  2900. {
  2901. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2902. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2903. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2904. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2905. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2906. unit_setdir(bl,dir);
  2907. }
  2908. else if (sd)
  2909. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  2910. }
  2911. break;
  2912. case MO_FINGEROFFENSIVE:
  2913. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2914. if (battle_config.finger_offensive_type && sd) {
  2915. int i;
  2916. for (i = 1; i < sd->spiritball_old; i++)
  2917. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2918. }
  2919. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2920. break;
  2921. case MO_CHAINCOMBO:
  2922. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2923. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2924. break;
  2925. case NJ_ISSEN:
  2926. status_change_end(src, SC_NEN, INVALID_TIMER);
  2927. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2928. // fall through
  2929. case MO_EXTREMITYFIST:
  2930. if( skillid == MO_EXTREMITYFIST )
  2931. {
  2932. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  2933. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2934. }
  2935. //Client expects you to move to target regardless of distance
  2936. {
  2937. struct unit_data *ud = unit_bl2ud(src);
  2938. short dx,dy;
  2939. int i,speed;
  2940. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2941. dx = bl->x - src->x;
  2942. dy = bl->y - src->y;
  2943. if (dx < 0) dx-=i;
  2944. else if (dx > 0) dx+=i;
  2945. if (dy < 0) dy-=i;
  2946. else if (dy > 0) dy+=i;
  2947. if (!dx && !dy) dy++;
  2948. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2949. {
  2950. dx = bl->x;
  2951. dy = bl->y;
  2952. } else {
  2953. dx = src->x + dx;
  2954. dy = src->y + dy;
  2955. }
  2956. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2957. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2958. //Increase can't walk delay to not alter your walk path
  2959. ud->canmove_tick = tick;
  2960. speed = status_get_speed(src);
  2961. for (i = 0; i < ud->walkpath.path_len; i ++)
  2962. {
  2963. if(ud->walkpath.path[i]&1)
  2964. ud->canmove_tick+=7*speed/5;
  2965. else
  2966. ud->canmove_tick+=speed;
  2967. }
  2968. }
  2969. }
  2970. break;
  2971. //Splash attack skills.
  2972. case AS_GRIMTOOTH:
  2973. case MC_CARTREVOLUTION:
  2974. case NPC_SPLASHATTACK:
  2975. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2976. case AS_SPLASHER:
  2977. case SM_MAGNUM:
  2978. case MS_MAGNUM:
  2979. case HT_BLITZBEAT:
  2980. case AC_SHOWER:
  2981. case MA_SHOWER:
  2982. case MG_NAPALMBEAT:
  2983. case MG_FIREBALL:
  2984. case RG_RAID:
  2985. case HW_NAPALMVULCAN:
  2986. case NJ_HUUMA:
  2987. case NJ_BAKUENRYU:
  2988. case ASC_METEORASSAULT:
  2989. case GS_DESPERADO:
  2990. case GS_SPREADATTACK:
  2991. case NPC_EARTHQUAKE:
  2992. case NPC_PULSESTRIKE:
  2993. case NPC_HELLJUDGEMENT:
  2994. case NPC_VAMPIRE_GIFT:
  2995. /**
  2996. * Rune Knight
  2997. **/
  2998. case RK_IGNITIONBREAK:
  2999. /**
  3000. * Arch Bishop
  3001. **/
  3002. case AB_JUDEX:
  3003. /**
  3004. * Warlock
  3005. **/
  3006. case WL_SOULEXPANSION:
  3007. case WL_CRIMSONROCK:
  3008. case WL_COMET:
  3009. /**
  3010. * Ranger
  3011. **/
  3012. case RA_ARROWSTORM:
  3013. case RA_WUGDASH:
  3014. /**
  3015. * Mechanic
  3016. **/
  3017. case NC_SELFDESTRUCTION:
  3018. case NC_AXETORNADO:
  3019. /**
  3020. * Guilotine Cross
  3021. **/
  3022. case GC_ROLLINGCUTTER:
  3023. case GC_COUNTERSLASH:
  3024. /**
  3025. * Royal Guard
  3026. **/
  3027. case LG_MOONSLASHER:
  3028. case LG_EARTHDRIVE:
  3029. if( flag&1 )
  3030. { //Recursive invocation
  3031. // skill_area_temp[0] holds number of targets in area
  3032. // skill_area_temp[1] holds the id of the original target
  3033. // skill_area_temp[2] counts how many targets have already been processed
  3034. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3035. if( flag&SD_LEVEL )
  3036. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3037. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  3038. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3039. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  3040. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 )
  3041. {
  3042. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3043. status_heal(src,heal,0,0);
  3044. }
  3045. }
  3046. else {
  3047. if( skillid == NJ_BAKUENRYU || skillid == LG_EARTHDRIVE )
  3048. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3049. else if( skillid == LG_MOONSLASHER )
  3050. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3051. skill_area_temp[0] = 0;
  3052. skill_area_temp[1] = bl->id;
  3053. skill_area_temp[2] = 0;
  3054. if( skillid == WL_CRIMSONROCK ) {
  3055. skill_area_temp[4] = bl->x;
  3056. skill_area_temp[5] = bl->y;
  3057. }
  3058. // if skill damage should be split among targets, count them
  3059. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3060. //special case: Venom Splasher uses a different range for searching than for splashing
  3061. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  3062. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3063. // recursive invocation of skill_castend_damage_id() with flag|1
  3064. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WL_CRIMSONROCK)?BL_CHAR|BL_SKILL:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3065. //FIXME: Isn't EarthQuake a ground skill after all?
  3066. if( skillid == NPC_EARTHQUAKE )
  3067. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3068. }
  3069. break;
  3070. case KN_BRANDISHSPEAR:
  3071. case ML_BRANDISH:
  3072. //Coded apart for it needs the flag passed to the damage calculation.
  3073. if (skill_area_temp[1] != bl->id)
  3074. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  3075. else
  3076. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3077. break;
  3078. case KN_BOWLINGBASH:
  3079. case MS_BOWLINGBASH:
  3080. if(flag&1){
  3081. if(bl->id==skill_area_temp[1])
  3082. break;
  3083. //two hits for 500%
  3084. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3085. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3086. } else {
  3087. int i,c;
  3088. c = skill_get_blewcount(skillid,skilllv);
  3089. // keep moving target in the direction that src is looking, square by square
  3090. for(i=0;i<c;i++){
  3091. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3092. break; //Can't knockback
  3093. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3094. if( skill_area_temp[0] > 1 ) break; // collision
  3095. }
  3096. clif_blown(bl); //Update target pos.
  3097. if (i!=c) { //Splash
  3098. skill_area_temp[1] = bl->id;
  3099. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3100. }
  3101. //Weirdo dual-hit property, two attacks for 500%
  3102. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3103. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3104. }
  3105. break;
  3106. case KN_SPEARSTAB:
  3107. if(flag&1) {
  3108. if (bl->id==skill_area_temp[1])
  3109. break;
  3110. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3111. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3112. } else {
  3113. int x=bl->x,y=bl->y,i,dir;
  3114. dir = map_calc_dir(bl,src->x,src->y);
  3115. skill_area_temp[1] = bl->id;
  3116. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3117. // all the enemies between the caster and the target are hit, as well as the target
  3118. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3119. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3120. for (i=0;i<4;i++) {
  3121. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3122. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3123. x += dirx[dir];
  3124. y += diry[dir];
  3125. }
  3126. }
  3127. break;
  3128. case TK_TURNKICK:
  3129. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3130. {
  3131. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3132. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3133. map_foreachinrange(skill_area_sub,bl,
  3134. skill_get_splash(skillid, skilllv),BL_CHAR,
  3135. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3136. skill_castend_nodamage_id);
  3137. }
  3138. break;
  3139. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3140. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3141. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3142. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3143. break;
  3144. case PR_TURNUNDEAD:
  3145. case ALL_RESURRECTION:
  3146. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3147. break;
  3148. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3149. break;
  3150. case MG_SOULSTRIKE:
  3151. case NPC_DARKSTRIKE:
  3152. case MG_COLDBOLT:
  3153. case MG_FIREBOLT:
  3154. case MG_LIGHTNINGBOLT:
  3155. case WZ_EARTHSPIKE:
  3156. case AL_HEAL:
  3157. case AL_HOLYLIGHT:
  3158. case WZ_JUPITEL:
  3159. case NPC_DARKTHUNDER:
  3160. case PR_ASPERSIO:
  3161. case MG_FROSTDIVER:
  3162. case WZ_SIGHTBLASTER:
  3163. case WZ_SIGHTRASHER:
  3164. case NJ_KOUENKA:
  3165. case NJ_HYOUSENSOU:
  3166. case NJ_HUUJIN:
  3167. /**
  3168. * Arch Bishop
  3169. **/
  3170. case AB_ADORAMUS:
  3171. case AB_RENOVATIO:
  3172. case AB_HIGHNESSHEAL:
  3173. case AB_DUPLELIGHT_MAGIC:
  3174. /**
  3175. * Warlock
  3176. **/
  3177. case WL_HELLINFERNO:
  3178. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3179. break;
  3180. case NPC_MAGICALATTACK:
  3181. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3182. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3183. break;
  3184. case HVAN_CAPRICE: //[blackhole89]
  3185. {
  3186. int ran=rand()%4;
  3187. int sid = 0;
  3188. switch(ran)
  3189. {
  3190. case 0: sid=MG_COLDBOLT; break;
  3191. case 1: sid=MG_FIREBOLT; break;
  3192. case 2: sid=MG_LIGHTNINGBOLT; break;
  3193. case 3: sid=WZ_EARTHSPIKE; break;
  3194. }
  3195. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3196. }
  3197. break;
  3198. case WZ_WATERBALL:
  3199. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3200. {
  3201. int range = skilllv / 2;
  3202. int maxlv = skill_get_max(skillid); // learnable level
  3203. int count = 0;
  3204. int x, y;
  3205. struct skill_unit* unit;
  3206. if( skilllv > maxlv )
  3207. {
  3208. if( src->type == BL_MOB && skilllv == 10 )
  3209. range = 4;
  3210. else
  3211. range = maxlv / 2;
  3212. }
  3213. for( y = src->y - range; y <= src->y + range; ++y )
  3214. for( x = src->x - range; x <= src->x + range; ++x )
  3215. {
  3216. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  3217. {
  3218. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3219. count++; // natural water cell
  3220. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  3221. {
  3222. count++; // skill-induced water cell
  3223. skill_delunit(unit); // consume cell
  3224. }
  3225. }
  3226. }
  3227. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3228. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3229. }
  3230. break;
  3231. case PR_BENEDICTIO:
  3232. //Should attack undead and demons. [Skotlex]
  3233. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3234. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3235. break;
  3236. case SL_SMA:
  3237. status_change_end(src, SC_SMA, INVALID_TIMER);
  3238. case SL_STIN:
  3239. case SL_STUN:
  3240. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3241. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3242. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3243. break;
  3244. }
  3245. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3246. break;
  3247. case NPC_DARKBREATH:
  3248. clif_emotion(src,E_AG);
  3249. case SN_FALCONASSAULT:
  3250. case PA_PRESSURE:
  3251. case CR_ACIDDEMONSTRATION:
  3252. case TF_THROWSTONE:
  3253. case NPC_SMOKING:
  3254. case GS_FLING:
  3255. case NJ_ZENYNAGE:
  3256. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3257. break;
  3258. /**
  3259. * Rune Knight
  3260. **/
  3261. case RK_DRAGONBREATH:
  3262. {
  3263. struct status_change *tsc = NULL;
  3264. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3265. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3266. } else
  3267. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3268. }
  3269. break;
  3270. case NPC_SELFDESTRUCTION: {
  3271. struct status_change *tsc = NULL;
  3272. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3273. break;
  3274. }
  3275. case HVAN_EXPLOSION:
  3276. if (src != bl)
  3277. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3278. break;
  3279. // Celest
  3280. case PF_SOULBURN:
  3281. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3282. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3283. if (skilllv == 5)
  3284. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3285. status_percent_damage(src, bl, 0, 100, false);
  3286. } else {
  3287. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3288. if (skilllv == 5)
  3289. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3290. status_percent_damage(src, src, 0, 100, false);
  3291. }
  3292. break;
  3293. case NPC_BLOODDRAIN:
  3294. case NPC_ENERGYDRAIN:
  3295. {
  3296. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3297. src, src, bl, skillid, skilllv, tick, flag);
  3298. if (heal > 0){
  3299. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3300. status_heal(src, heal, 0, 0);
  3301. }
  3302. }
  3303. break;
  3304. case GS_BULLSEYE:
  3305. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3306. break;
  3307. case NJ_KASUMIKIRI:
  3308. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3309. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3310. break;
  3311. case NJ_KIRIKAGE:
  3312. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3313. { //You don't move on GVG grounds.
  3314. short x, y;
  3315. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3316. if (unit_movepos(src, x, y, 0, 0))
  3317. clif_slide(src,src->x,src->y);
  3318. }
  3319. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3320. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3321. break;
  3322. /**
  3323. * Rune Knight
  3324. **/
  3325. case RK_PHANTOMTHRUST:
  3326. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3328. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3329. if( battle_check_target(src,bl,BCT_ENEMY) )
  3330. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3331. break;
  3332. case RK_STORMBLAST:
  3333. case RK_CRUSHSTRIKE:
  3334. if( sd ) {
  3335. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3336. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3337. else
  3338. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3339. } else //non-sd support
  3340. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3341. break;
  3342. /**
  3343. * Guilotinne Cross
  3344. **/
  3345. case GC_DARKILLUSION:
  3346. {
  3347. short x, y;
  3348. short dir = map_calc_dir(src,bl->x,bl->y);
  3349. if( dir > 4 ) x = -1;
  3350. else if( dir > 0 && dir < 4 ) x = 1;
  3351. else x = 0;
  3352. if( dir < 3 || dir > 5 ) y = -1;
  3353. else if( dir > 3 && dir < 5 ) y = 1;
  3354. else y = 0;
  3355. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3356. {
  3357. clif_slide(src,bl->x+x,bl->y+y);
  3358. clif_fixpos(src); // the official server send these two packts.
  3359. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3360. if( rand()%100 < 4 * skilllv )
  3361. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3362. }
  3363. }
  3364. break;
  3365. case GC_WEAPONCRUSH:
  3366. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3367. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3368. else if( sd )
  3369. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3370. break;
  3371. case GC_CROSSRIPPERSLASHER:
  3372. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3373. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  3374. else
  3375. {
  3376. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3377. status_change_end(src,SC_ROLLINGCUTTER,-1);
  3378. }
  3379. break;
  3380. case GC_PHANTOMMENACE:
  3381. if( flag&1 )
  3382. { // Only Hits Invisible Targets
  3383. struct status_change *tsc = status_get_sc(bl);
  3384. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3385. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3386. }
  3387. break;
  3388. /**
  3389. * Warlock
  3390. **/
  3391. case WL_CHAINLIGHTNING:
  3392. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3393. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3394. break;
  3395. case WL_DRAINLIFE:
  3396. {
  3397. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3398. int rate = 70 + 4 * skilllv + ( sd ? sd->status.job_level : 50 ) / 5;
  3399. heal = 8 * skilllv;
  3400. if( status_get_lv(src) > 100 ) heal = heal * status_get_lv(src) / 100; // Base level bonus.
  3401. if( bl->type == BL_SKILL )
  3402. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3403. if( heal && rand()%100 < rate )
  3404. {
  3405. status_heal(src, heal, 0, 0);
  3406. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3407. }
  3408. }
  3409. break;
  3410. case WL_TETRAVORTEX:
  3411. if( sd )
  3412. {
  3413. int spheres[5] = { 0, 0, 0, 0, 0 },
  3414. positions[5] = {-1,-1,-1,-1,-1 },
  3415. i, j = 0, k, subskill = 0;
  3416. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3417. if( sc && sc->data[i] )
  3418. {
  3419. spheres[j] = i;
  3420. positions[j] = sc->data[i]->val2;
  3421. j++; //
  3422. }
  3423. if( j < 4 )
  3424. { // Need 4 spheres minimum
  3425. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3426. break;
  3427. }
  3428. // Sphere Sort, this time from new to old
  3429. for( i = 0; i <= j - 2; i++ )
  3430. for( k = i + 1; k <= j - 1; k++ )
  3431. if( positions[i] < positions[k] )
  3432. {
  3433. swap(positions[i],positions[k]);
  3434. swap(spheres[i],spheres[k]);
  3435. }
  3436. k = 0;
  3437. for( i = 0; i < 4; i++ )
  3438. {
  3439. switch( sc->data[spheres[i]]->val1 )
  3440. {
  3441. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3442. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3443. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3444. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3445. }
  3446. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag);
  3447. status_change_end(src, spheres[i], INVALID_TIMER);
  3448. }
  3449. }
  3450. break;
  3451. case WL_RELEASE:
  3452. if( sd )
  3453. {
  3454. int i;
  3455. // Priority is to release SpellBook
  3456. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid != 0);
  3457. if( i < MAX_SPELLBOOK )
  3458. { // SpellBook
  3459. int rsb_skillid, rsb_skilllv;
  3460. if( skilllv > 1 )
  3461. {
  3462. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid == 0);
  3463. i--; // At skilllvl 2, Release uses the last learned skill in spellbook
  3464. }
  3465. rsb_skillid = sd->rsb[i].skillid;
  3466. rsb_skilllv = sd->rsb[i].level;
  3467. if( skilllv > 1 )
  3468. sd->rsb[i].skillid = 0; // Last position - only remove it from list
  3469. else
  3470. memmove(&sd->rsb[0],&sd->rsb[1],sizeof(sd->rsb) - sizeof(sd->rsb[0]));
  3471. if( sd->rsb[0].skillid == 0 )
  3472. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3473. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3474. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3475. if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
  3476. break;
  3477. switch( skill_get_casttype(rsb_skillid) )
  3478. {
  3479. case CAST_GROUND:
  3480. skill_castend_pos2(src,bl->x,bl->y,rsb_skillid,rsb_skilllv,tick,0);
  3481. break;
  3482. case CAST_NODAMAGE:
  3483. skill_castend_nodamage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3484. break;
  3485. case CAST_DAMAGE:
  3486. skill_castend_damage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3487. break;
  3488. }
  3489. sd->ud.canact_tick = tick + skill_delayfix(src, rsb_skillid, rsb_skilllv);
  3490. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, rsb_skillid, rsb_skilllv), 0, 0, 0);
  3491. }
  3492. else
  3493. { // Summon Balls
  3494. int j = 0, k, skele;
  3495. int spheres[5] = { 0, 0, 0, 0, 0 },
  3496. positions[5] = {-1,-1,-1,-1,-1 };
  3497. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3498. if( sc && sc->data[i] )
  3499. {
  3500. spheres[j] = i;
  3501. positions[j] = sc->data[i]->val2;
  3502. sc->data[i]->val2--; // Prepares for next position
  3503. j++;
  3504. }
  3505. if( j == 0 )
  3506. { // No Spheres
  3507. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3508. break;
  3509. }
  3510. // Sphere Sort
  3511. for( i = 0; i <= j - 2; i++ )
  3512. for( k = i + 1; k <= j - 1; k++ )
  3513. if( positions[i] > positions[k] )
  3514. {
  3515. swap(positions[i],positions[k]);
  3516. swap(spheres[i],spheres[k]);
  3517. }
  3518. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3519. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3520. for( i = 0; i < j; i++ )
  3521. {
  3522. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3523. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3524. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3525. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3526. }
  3527. clif_skill_nodamage(src,bl,skillid,0,1);
  3528. }
  3529. }
  3530. break;
  3531. case WL_FROSTMISTY:
  3532. {
  3533. struct status_change *tsc = status_get_sc(bl);
  3534. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3535. break; // Doesn't hit/cause Freezing to invisible enemy
  3536. // Causes Freezing status through walls.
  3537. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3538. // Doesn't deal damage through non-shootable walls.
  3539. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3540. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3541. }
  3542. break;
  3543. case WL_JACKFROST: {
  3544. struct status_change *tsc = status_get_sc(bl);
  3545. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3546. break; // Do not hit invisible enemy
  3547. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3548. }
  3549. break;
  3550. /**
  3551. * Ranger
  3552. **/
  3553. case RA_WUGSTRIKE:
  3554. case RA_WUGBITE:
  3555. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3556. if( skillid == RA_WUGSTRIKE ) {
  3557. if( sd && pc_isridingwug(sd) && !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src,bl->x,bl->y,1,1) )
  3558. clif_slide(src, bl->x, bl->y);
  3559. }
  3560. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3561. }
  3562. break;
  3563. case RA_SENSITIVEKEEN:
  3564. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3565. struct status_change * tsc = status_get_sc(bl);
  3566. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK) || tsc->data[SC__INVISIBILITY]) )
  3567. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3568. }
  3569. else
  3570. {
  3571. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3572. struct skill_unit_group* sg;
  3573. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP && sg->src_id != src->id &&
  3574. battle_check_target(src, map_id2bl(sg->src_id), BCT_ENEMY) > 0 )
  3575. {
  3576. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3577. {
  3578. struct item item_tmp;
  3579. memset(&item_tmp,0,sizeof(item_tmp));
  3580. item_tmp.nameid = ( sg->unit_id >= UNT_MAGENTATRAP && sg->unit_id <= UNT_CLUSTERBOMB )?ITEMID_TRAP_ALLOY:ITEMID_TRAP;
  3581. item_tmp.identify = 1;
  3582. if( item_tmp.nameid )
  3583. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3584. }
  3585. skill_delunit(su);
  3586. }
  3587. }
  3588. break;
  3589. /**
  3590. * Mechanic
  3591. **/
  3592. case NC_INFRAREDSCAN:
  3593. if( flag&1 )
  3594. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3595. if( rand()%100 < 50 )
  3596. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3597. status_change_end(bl, SC_HIDING, -1);
  3598. status_change_end(bl, SC_CLOAKING, -1);
  3599. status_change_end(bl, SC_CLOAKINGEXCEED, -1); // Need confirm it.
  3600. }
  3601. else
  3602. {
  3603. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3604. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3605. if( sd ) pc_overheat(sd,1);
  3606. }
  3607. break;
  3608. case NC_MAGNETICFIELD:
  3609. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3610. break;
  3611. /**
  3612. * Royal Guard
  3613. **/
  3614. case LG_PINPOINTATTACK:
  3615. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  3616. clif_slide(src,bl->x,bl->y);
  3617. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3618. break;
  3619. case LG_SHIELDSPELL:
  3620. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  3621. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3622. break;
  3623. case LG_OVERBRAND:
  3624. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  3625. break;
  3626. case LG_OVERBRAND_BRANDISH:
  3627. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
  3628. break;
  3629. case 0:
  3630. if(sd) {
  3631. if (flag & 3){
  3632. if (bl->id != skill_area_temp[1])
  3633. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  3634. } else {
  3635. skill_area_temp[1] = bl->id;
  3636. map_foreachinrange(skill_area_sub, bl,
  3637. sd->splash_range, BL_CHAR,
  3638. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  3639. skill_castend_damage_id);
  3640. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  3641. }
  3642. }
  3643. break;
  3644. default:
  3645. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  3646. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  3647. 0, abs(skill_get_num(skillid, skilllv)),
  3648. skillid, skilllv, skill_get_hit(skillid));
  3649. map_freeblock_unlock();
  3650. return 1;
  3651. }
  3652. map_freeblock_unlock();
  3653. if( sd && !(flag&1) )
  3654. {// ensure that the skill last-cast tick is recorded
  3655. sd->canskill_tick = gettick();
  3656. if( sd->state.arrow_atk )
  3657. {// consume arrow on last invocation to this skill.
  3658. battle_consume_ammo(sd, skillid, skilllv);
  3659. }
  3660. // perform auto-cast routines and skill requirement consumption
  3661. skill_onskillusage(sd, bl, skillid, tick);
  3662. skill_consume_requirement(sd,skillid,skilllv,2);
  3663. }
  3664. return 0;
  3665. }
  3666. /*==========================================
  3667. *
  3668. *------------------------------------------*/
  3669. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3670. {
  3671. struct map_session_data *sd, *dstsd;
  3672. struct mob_data *md, *dstmd;
  3673. struct homun_data *hd;
  3674. struct mercenary_data *mer;
  3675. struct status_data *sstatus, *tstatus;
  3676. struct status_change *tsc;
  3677. struct status_change_entry *tsce;
  3678. int i;
  3679. enum sc_type type;
  3680. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3681. nullpo_retr(1, src);
  3682. nullpo_retr(1, bl);
  3683. if (src->m != bl->m)
  3684. return 1;
  3685. sd = BL_CAST(BL_PC, src);
  3686. hd = BL_CAST(BL_HOM, src);
  3687. md = BL_CAST(BL_MOB, src);
  3688. mer = BL_CAST(BL_MER, src);
  3689. dstsd = BL_CAST(BL_PC, bl);
  3690. dstmd = BL_CAST(BL_MOB, bl);
  3691. if(bl->prev == NULL)
  3692. return 1;
  3693. if(status_isdead(src))
  3694. return 1;
  3695. if( src != bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO && skillid != NPC_WIDESOULDRAIN )
  3696. return 1;
  3697. tstatus = status_get_status_data(bl);
  3698. sstatus = status_get_status_data(src);
  3699. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3700. switch (skillid) {
  3701. case HLIF_HEAL: //[orn]
  3702. if (bl->type != BL_HOM) {
  3703. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
  3704. break ;
  3705. }
  3706. case AL_HEAL:
  3707. case ALL_RESURRECTION:
  3708. case PR_ASPERSIO:
  3709. /**
  3710. * Arch Bishop
  3711. **/
  3712. case AB_RENOVATIO:
  3713. case AB_HIGHNESSHEAL:
  3714. //Apparently only player casted skills can be offensive like this.
  3715. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3716. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3717. //Offensive heal does not works on non-enemies. [Skotlex]
  3718. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3719. return 0;
  3720. }
  3721. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3722. }
  3723. break;
  3724. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3725. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3726. default:
  3727. //Skill is actually ground placed.
  3728. if (src == bl && skill_get_unit_id(skillid,0))
  3729. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3730. }
  3731. type = status_skill2sc(skillid);
  3732. tsc = status_get_sc(bl);
  3733. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  3734. if (src!=bl && type > -1 &&
  3735. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  3736. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  3737. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  3738. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  3739. map_freeblock_lock();
  3740. switch(skillid)
  3741. {
  3742. case HLIF_HEAL: //[orn]
  3743. case AL_HEAL:
  3744. /**
  3745. * Arch Bishop
  3746. **/
  3747. case AB_HIGHNESSHEAL:
  3748. {
  3749. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  3750. int heal_get_jobexp;
  3751. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  3752. if( skillid == AB_HIGHNESSHEAL ) {
  3753. heal = heal * ( 15 + 5 * skilllv ) / 10;
  3754. }
  3755. if( status_isimmune(bl) ||
  3756. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  3757. (skillid == AL_HEAL && dstsd && dstsd->sc.option&OPTION_MADOGEAR) )//Mado is immune to AL_HEAL
  3758. heal=0;
  3759. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  3760. heal = heal*2;
  3761. if( tsc && tsc->count )
  3762. {
  3763. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  3764. { //Bounce back heal
  3765. if (--tsc->data[SC_KAITE]->val2 <= 0)
  3766. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  3767. if (src == bl)
  3768. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3769. else {
  3770. bl = src;
  3771. dstsd = sd;
  3772. }
  3773. } else
  3774. if (tsc->data[SC_BERSERK])
  3775. heal = 0; //Needed so that it actually displays 0 when healing.
  3776. }
  3777. heal_get_jobexp = status_heal(bl,heal,0,0);
  3778. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3779. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3780. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3781. if (heal_get_jobexp <= 0)
  3782. heal_get_jobexp = 1;
  3783. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  3784. }
  3785. }
  3786. break;
  3787. case PR_REDEMPTIO:
  3788. if (sd && !(flag&1)) {
  3789. if (sd->status.party_id == 0) {
  3790. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3791. break;
  3792. }
  3793. skill_area_temp[0] = 0;
  3794. party_foreachsamemap(skill_area_sub,
  3795. sd,skill_get_splash(skillid, skilllv),
  3796. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3797. skill_castend_nodamage_id);
  3798. if (skill_area_temp[0] == 0) {
  3799. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3800. break;
  3801. }
  3802. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3803. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3804. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  3805. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  3806. clif_updatestatus(sd,SP_BASEEXP);
  3807. clif_updatestatus(sd,SP_JOBEXP);
  3808. }
  3809. status_set_hp(src, 1, 0);
  3810. status_set_sp(src, 0, 0);
  3811. break;
  3812. } else if (status_isdead(bl) && flag&1) { //Revive
  3813. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3814. skilllv = 3; //Resurrection level 3 is used
  3815. } else //Invalid target, skip resurrection.
  3816. break;
  3817. case ALL_RESURRECTION:
  3818. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  3819. { //No reviving in WoE grounds!
  3820. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3821. break;
  3822. }
  3823. if (!status_isdead(bl))
  3824. break;
  3825. {
  3826. int per = 0, sper = 0;
  3827. if (tsc && tsc->data[SC_HELLPOWER])
  3828. break;
  3829. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3830. break;
  3831. switch(skilllv){
  3832. case 1: per=10; break;
  3833. case 2: per=30; break;
  3834. case 3: per=50; break;
  3835. case 4: per=80; break;
  3836. }
  3837. if(dstsd && dstsd->special_state.restart_full_recover)
  3838. per = sper = 100;
  3839. if (status_revive(bl, per, sper))
  3840. {
  3841. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  3842. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3843. {
  3844. int exp = 0,jexp = 0;
  3845. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3846. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3847. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3848. if (exp < 1) exp = 1;
  3849. }
  3850. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3851. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3852. if (jexp < 1) jexp = 1;
  3853. }
  3854. if(exp > 0 || jexp > 0)
  3855. pc_gainexp (sd, bl, exp, jexp, false);
  3856. }
  3857. }
  3858. }
  3859. break;
  3860. case AL_DECAGI:
  3861. case MER_DECAGI:
  3862. clif_skill_nodamage (src, bl, skillid, skilllv,
  3863. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  3864. break;
  3865. case AL_CRUCIS:
  3866. if (flag&1)
  3867. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  3868. else {
  3869. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  3870. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  3871. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3872. }
  3873. break;
  3874. case PR_LEXDIVINA:
  3875. case MER_LEXDIVINA:
  3876. if( tsce )
  3877. status_change_end(bl,type, INVALID_TIMER);
  3878. else
  3879. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3880. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3881. break;
  3882. case SA_ABRACADABRA:
  3883. {
  3884. int abra_skillid = 0, abra_skilllv;
  3885. do {
  3886. i = rand() % MAX_SKILL_ABRA_DB;
  3887. abra_skillid = skill_abra_db[i].skillid;
  3888. } while (abra_skillid == 0 ||
  3889. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  3890. rand()%10000 >= skill_abra_db[i].per
  3891. );
  3892. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  3893. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3894. if( sd )
  3895. {// player-casted
  3896. sd->state.abra_flag = 1;
  3897. sd->skillitem = abra_skillid;
  3898. sd->skillitemlv = abra_skilllv;
  3899. clif_item_skill(sd, abra_skillid, abra_skilllv);
  3900. }
  3901. else
  3902. {// mob-casted
  3903. struct unit_data *ud = unit_bl2ud(src);
  3904. int inf = skill_get_inf(abra_skillid);
  3905. int target_id = 0;
  3906. if (!ud) break;
  3907. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3908. if (src->type == BL_PET)
  3909. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3910. if (!bl) bl = src;
  3911. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3912. } else { //Assume offensive skills
  3913. if (ud->target)
  3914. target_id = ud->target;
  3915. else switch (src->type) {
  3916. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3917. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3918. }
  3919. if (!target_id)
  3920. break;
  3921. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3922. bl = map_id2bl(target_id);
  3923. if (!bl) bl = src;
  3924. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3925. } else
  3926. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3927. }
  3928. }
  3929. }
  3930. break;
  3931. case SA_COMA:
  3932. clif_skill_nodamage(src,bl,skillid,skilllv,
  3933. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3934. break;
  3935. case SA_FULLRECOVERY:
  3936. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3937. if (status_isimmune(bl))
  3938. break;
  3939. status_percent_heal(bl, 100, 100);
  3940. break;
  3941. case NPC_ALLHEAL:
  3942. {
  3943. int heal;
  3944. if( status_isimmune(bl) )
  3945. break;
  3946. heal = status_percent_heal(bl, 100, 0);
  3947. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3948. if( dstmd )
  3949. { // Reset Damage Logs
  3950. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3951. dstmd->tdmg = 0;
  3952. }
  3953. }
  3954. break;
  3955. case SA_SUMMONMONSTER:
  3956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3957. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3958. break;
  3959. case SA_LEVELUP:
  3960. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3961. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  3962. break;
  3963. case SA_INSTANTDEATH:
  3964. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3965. status_set_hp(bl,1,0);
  3966. break;
  3967. case SA_QUESTION:
  3968. case SA_GRAVITY:
  3969. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3970. break;
  3971. case SA_CLASSCHANGE:
  3972. case SA_MONOCELL:
  3973. if (dstmd)
  3974. {
  3975. int class_;
  3976. if ( sd && dstmd->status.mode&MD_BOSS )
  3977. {
  3978. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3979. break;
  3980. }
  3981. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3983. mob_class_change(dstmd,class_);
  3984. if( tsc && dstmd->status.mode&MD_BOSS )
  3985. {
  3986. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  3987. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3988. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  3989. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3990. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  3991. }
  3992. }
  3993. break;
  3994. case SA_DEATH:
  3995. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3996. {
  3997. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3998. break;
  3999. }
  4000. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4001. status_kill(bl);
  4002. break;
  4003. case SA_REVERSEORCISH:
  4004. clif_skill_nodamage(src,bl,skillid,skilllv,
  4005. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4006. break;
  4007. case SA_FORTUNE:
  4008. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4009. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  4010. break;
  4011. case SA_TAMINGMONSTER:
  4012. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4013. if (sd && dstmd) {
  4014. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4015. if( i < MAX_PET_DB )
  4016. pet_catch_process1(sd, dstmd->class_);
  4017. }
  4018. break;
  4019. case CR_PROVIDENCE:
  4020. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4021. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4022. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4023. map_freeblock_unlock();
  4024. return 1;
  4025. }
  4026. }
  4027. clif_skill_nodamage(src,bl,skillid,skilllv,
  4028. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4029. break;
  4030. case CG_MARIONETTE:
  4031. {
  4032. struct status_change* sc = status_get_sc(src);
  4033. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4034. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4035. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4036. map_freeblock_unlock();
  4037. return 1;
  4038. }
  4039. if( sc && tsc )
  4040. {
  4041. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4042. {
  4043. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  4044. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  4045. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4046. }
  4047. else
  4048. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4049. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4050. {
  4051. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4052. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4053. }
  4054. else
  4055. {
  4056. if( sd )
  4057. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4058. map_freeblock_unlock();
  4059. return 1;
  4060. }
  4061. }
  4062. }
  4063. break;
  4064. case RG_CLOSECONFINE:
  4065. clif_skill_nodamage(src,bl,skillid,skilllv,
  4066. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  4067. break;
  4068. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4069. case SA_FROSTWEAPON:
  4070. case SA_LIGHTNINGLOADER:
  4071. case SA_SEISMICWEAPON:
  4072. if (dstsd) {
  4073. if(dstsd->status.weapon == W_FIST ||
  4074. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4075. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4076. dstsd->sc.data[SC_FIREWEAPON] ||
  4077. dstsd->sc.data[SC_WATERWEAPON] ||
  4078. dstsd->sc.data[SC_WINDWEAPON] ||
  4079. dstsd->sc.data[SC_EARTHWEAPON] ||
  4080. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4081. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4082. dstsd->sc.data[SC_ENCPOISON]
  4083. ))
  4084. ) {
  4085. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4086. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4087. break;
  4088. }
  4089. }
  4090. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4091. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  4092. if (sd)
  4093. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4094. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4095. clif_displaymessage(sd->fd,"You broke target's weapon");
  4096. }
  4097. break;
  4098. case PR_ASPERSIO:
  4099. if (sd && dstmd) {
  4100. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4101. break;
  4102. }
  4103. clif_skill_nodamage(src,bl,skillid,skilllv,
  4104. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4105. break;
  4106. case ITEM_ENCHANTARMS:
  4107. clif_skill_nodamage(src,bl,skillid,skilllv,
  4108. sc_start2(bl,type,100,skilllv,
  4109. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4110. break;
  4111. case TK_SEVENWIND:
  4112. switch(skill_get_ele(skillid,skilllv)) {
  4113. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4114. case ELE_WIND : type = SC_WINDWEAPON; break;
  4115. case ELE_WATER : type = SC_WATERWEAPON; break;
  4116. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4117. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4118. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4119. case ELE_HOLY : type = SC_ASPERSIO; break;
  4120. }
  4121. clif_skill_nodamage(src,bl,skillid,skilllv,
  4122. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4123. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4124. break;
  4125. case PR_KYRIE:
  4126. case MER_KYRIE:
  4127. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4128. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4129. break;
  4130. //Passive Magnum, should had been casted on yourself.
  4131. case SM_MAGNUM:
  4132. case MS_MAGNUM:
  4133. skill_area_temp[1] = 0;
  4134. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4135. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4136. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4137. // Initiate 10% of your damage becomes fire element.
  4138. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4139. if( sd )
  4140. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  4141. else if( bl->type == BL_MER )
  4142. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  4143. break;
  4144. case TK_JUMPKICK:
  4145. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4146. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4147. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4148. clif_slide(src,bl->x,bl->y);
  4149. }
  4150. break;
  4151. case ASC_EDP:
  4152. clif_skill_nodamage(src,bl,skillid,skilllv,
  4153. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv) + ( sd ? 3000 * pc_checkskill(sd,GC_RESEARCHNEWPOISON) : 0 )));
  4154. break;
  4155. case AL_INCAGI:
  4156. case AL_BLESSING:
  4157. case MER_INCAGI:
  4158. case MER_BLESSING:
  4159. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4160. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4161. break;
  4162. }
  4163. case PR_SLOWPOISON:
  4164. case PR_IMPOSITIO:
  4165. case PR_LEXAETERNA:
  4166. case PR_SUFFRAGIUM:
  4167. case PR_BENEDICTIO:
  4168. case LK_BERSERK:
  4169. case MS_BERSERK:
  4170. case KN_AUTOCOUNTER:
  4171. case KN_TWOHANDQUICKEN:
  4172. case KN_ONEHAND:
  4173. case MER_QUICKEN:
  4174. case CR_SPEARQUICKEN:
  4175. case CR_REFLECTSHIELD:
  4176. case MS_REFLECTSHIELD:
  4177. case AS_POISONREACT:
  4178. case MC_LOUD:
  4179. case MG_ENERGYCOAT:
  4180. case MO_EXPLOSIONSPIRITS:
  4181. case MO_STEELBODY:
  4182. case MO_BLADESTOP:
  4183. case LK_AURABLADE:
  4184. case LK_PARRYING:
  4185. case MS_PARRYING:
  4186. case LK_CONCENTRATION:
  4187. case WS_CARTBOOST:
  4188. case SN_SIGHT:
  4189. case WS_MELTDOWN:
  4190. case WS_OVERTHRUSTMAX:
  4191. case ST_REJECTSWORD:
  4192. case HW_MAGICPOWER:
  4193. case PF_MEMORIZE:
  4194. case PA_SACRIFICE:
  4195. case PF_DOUBLECASTING:
  4196. case SG_SUN_COMFORT:
  4197. case SG_MOON_COMFORT:
  4198. case SG_STAR_COMFORT:
  4199. case NPC_HALLUCINATION:
  4200. case GS_MADNESSCANCEL:
  4201. case GS_ADJUSTMENT:
  4202. case GS_INCREASING:
  4203. case NJ_KASUMIKIRI:
  4204. case NJ_UTSUSEMI:
  4205. case NJ_NEN:
  4206. case NPC_DEFENDER:
  4207. case NPC_MAGICMIRROR:
  4208. case ST_PRESERVE:
  4209. case NPC_INVINCIBLE:
  4210. case NPC_INVINCIBLEOFF:
  4211. /**
  4212. * Rune Knight
  4213. **/
  4214. case RK_DEATHBOUND:
  4215. /**
  4216. * Arch Bishop
  4217. **/
  4218. case AB_RENOVATIO:
  4219. case AB_EXPIATIO:
  4220. case AB_DUPLELIGHT:
  4221. case AB_SECRAMENT:
  4222. /**
  4223. * Mechanic
  4224. **/
  4225. case NC_ACCELERATION:
  4226. case NC_HOVERING:
  4227. case NC_SHAPESHIFT:
  4228. /**
  4229. * Warlock
  4230. **/
  4231. case WL_RECOGNIZEDSPELL:
  4232. /**
  4233. * Guillotine Cross
  4234. **/
  4235. case GC_VENOMIMPRESS:
  4236. /**
  4237. * Royal Guard
  4238. **/
  4239. case LG_EXEEDBREAK:
  4240. case LG_PRESTIGE:
  4241. clif_skill_nodamage(src,bl,skillid,skilllv,
  4242. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4243. break;
  4244. case NPC_STOP:
  4245. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4246. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4247. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4248. break;
  4249. case HP_ASSUMPTIO:
  4250. if( sd && dstmd )
  4251. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4252. else
  4253. clif_skill_nodamage(src,bl,skillid,skilllv,
  4254. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4255. break;
  4256. case MG_SIGHT:
  4257. case MER_SIGHT:
  4258. case AL_RUWACH:
  4259. case WZ_SIGHTBLASTER:
  4260. case NPC_WIDESIGHT:
  4261. case NPC_STONESKIN:
  4262. case NPC_ANTIMAGIC:
  4263. clif_skill_nodamage(src,bl,skillid,skilllv,
  4264. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4265. break;
  4266. case HLIF_AVOID:
  4267. case HAMI_DEFENCE:
  4268. i = skill_get_time(skillid,skilllv);
  4269. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4270. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4271. break;
  4272. case NJ_BUNSINJYUTSU:
  4273. clif_skill_nodamage(src,bl,skillid,skilllv,
  4274. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4275. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4276. break;
  4277. /* Was modified to only affect targetted char. [Skotlex]
  4278. case HP_ASSUMPTIO:
  4279. if (flag&1)
  4280. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4281. else
  4282. {
  4283. map_foreachinrange(skill_area_sub, bl,
  4284. skill_get_splash(skillid, skilllv), BL_PC,
  4285. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4286. skill_castend_nodamage_id);
  4287. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4288. }
  4289. break;
  4290. */
  4291. case SM_ENDURE:
  4292. clif_skill_nodamage(src,bl,skillid,skilllv,
  4293. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4294. if (sd)
  4295. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4296. break;
  4297. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4298. if (sd && dstsd && dstsd->sc.count) {
  4299. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4300. dstsd->sc.data[SC_WATERWEAPON] ||
  4301. dstsd->sc.data[SC_WINDWEAPON] ||
  4302. dstsd->sc.data[SC_EARTHWEAPON] ||
  4303. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4304. dstsd->sc.data[SC_GHOSTWEAPON]
  4305. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4306. ) {
  4307. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4308. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4309. break;
  4310. }
  4311. }
  4312. clif_skill_nodamage(src,bl,skillid,skilllv,
  4313. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4314. break;
  4315. case LK_TENSIONRELAX:
  4316. clif_skill_nodamage(src,bl,skillid,skilllv,
  4317. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4318. skill_get_time(skillid,skilllv)));
  4319. break;
  4320. case MC_CHANGECART:
  4321. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4322. break;
  4323. case TK_MISSION:
  4324. if (sd) {
  4325. int id;
  4326. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  4327. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4328. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4329. break;
  4330. }
  4331. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4332. if (!id) {
  4333. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4334. break;
  4335. }
  4336. sd->mission_mobid = id;
  4337. sd->mission_count = 0;
  4338. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4339. clif_mission_info(sd, id, 0);
  4340. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4341. }
  4342. break;
  4343. case AC_CONCENTRATION:
  4344. {
  4345. clif_skill_nodamage(src,bl,skillid,skilllv,
  4346. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4347. map_foreachinrange( status_change_timer_sub, src,
  4348. skill_get_splash(skillid, skilllv), BL_CHAR,
  4349. src,NULL,type,tick);
  4350. }
  4351. break;
  4352. case SM_PROVOKE:
  4353. case SM_SELFPROVOKE:
  4354. case MER_PROVOKE:
  4355. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4356. {
  4357. map_freeblock_unlock();
  4358. return 1;
  4359. }
  4360. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4361. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4362. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4363. if( !i )
  4364. {
  4365. if( sd )
  4366. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4367. map_freeblock_unlock();
  4368. return 0;
  4369. }
  4370. unit_skillcastcancel(bl, 2);
  4371. if( tsc && tsc->count )
  4372. {
  4373. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4374. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4375. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4376. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4377. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4378. }
  4379. if( dstmd )
  4380. {
  4381. dstmd->state.provoke_flag = src->id;
  4382. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4383. }
  4384. break;
  4385. case ML_DEVOTION:
  4386. case CR_DEVOTION:
  4387. {
  4388. int count, lv;
  4389. if( !dstsd || (!sd && !mer) )
  4390. { // Only players can be devoted
  4391. if( sd )
  4392. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4393. break;
  4394. }
  4395. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4396. lv = -lv;
  4397. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4398. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4399. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4400. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4401. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4402. {
  4403. if( sd )
  4404. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4405. map_freeblock_unlock();
  4406. return 1;
  4407. }
  4408. i = 0;
  4409. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4410. if( sd )
  4411. { // Player Devoting Player
  4412. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4413. if( i == count )
  4414. {
  4415. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4416. if( i == count )
  4417. { // No free slots, skill Fail
  4418. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4419. map_freeblock_unlock();
  4420. return 1;
  4421. }
  4422. }
  4423. sd->devotion[i] = bl->id;
  4424. }
  4425. else
  4426. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4427. clif_skill_nodamage(src, bl, skillid, skilllv,
  4428. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4429. clif_devotion(src, NULL);
  4430. }
  4431. break;
  4432. case MO_CALLSPIRITS:
  4433. if(sd) {
  4434. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4435. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  4436. }
  4437. break;
  4438. case CH_SOULCOLLECT:
  4439. if(sd) {
  4440. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4441. for (i = 0; i < 5; i++)
  4442. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  4443. }
  4444. break;
  4445. case MO_KITRANSLATION:
  4446. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  4447. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  4448. }
  4449. break;
  4450. case TK_TURNKICK:
  4451. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  4452. if (skill_area_temp[1] != bl->id) {
  4453. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  4454. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  4455. }
  4456. break;
  4457. case MO_ABSORBSPIRITS:
  4458. i = 0;
  4459. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  4460. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  4461. i = dstsd->spiritball * 7;
  4462. pc_delspiritball(dstsd,dstsd->spiritball,0);
  4463. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  4464. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  4465. i = 2 * dstmd->level;
  4466. mob_target(dstmd,src,0);
  4467. }
  4468. if (i) status_heal(src, 0, i, 3);
  4469. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  4470. break;
  4471. case AC_MAKINGARROW:
  4472. if(sd) {
  4473. clif_arrow_create_list(sd);
  4474. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4475. }
  4476. break;
  4477. case AM_PHARMACY:
  4478. if(sd) {
  4479. clif_skill_produce_mix_list(sd,skillid,22);
  4480. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4481. }
  4482. break;
  4483. case SA_CREATECON:
  4484. if(sd) {
  4485. clif_elementalconverter_list(sd);
  4486. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4487. }
  4488. break;
  4489. case BS_HAMMERFALL:
  4490. clif_skill_nodamage(src,bl,skillid,skilllv,
  4491. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  4492. break;
  4493. case RG_RAID:
  4494. skill_area_temp[1] = 0;
  4495. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4496. map_foreachinrange(skill_area_sub, bl,
  4497. skill_get_splash(skillid, skilllv), splash_target(src),
  4498. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4499. skill_castend_damage_id);
  4500. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4501. break;
  4502. case ASC_METEORASSAULT:
  4503. case GS_SPREADATTACK:
  4504. /**
  4505. * Rune Knight
  4506. **/
  4507. case RK_STORMBLAST:
  4508. /**
  4509. * Mechanic
  4510. **/
  4511. case NC_AXETORNADO:
  4512. /**
  4513. * Guilotine Cross
  4514. **/
  4515. case GC_COUNTERSLASH:
  4516. skill_area_temp[1] = 0;
  4517. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4518. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  4519. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4520. if( !i && skillid == NC_AXETORNADO )
  4521. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4522. break;
  4523. case NC_EMERGENCYCOOL:
  4524. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4525. status_change_end(src,SC_OVERHEAT_LIMITPOINT,-1);
  4526. status_change_end(src,SC_OVERHEAT,-1);
  4527. break;
  4528. case NC_INFRAREDSCAN:
  4529. case NPC_EARTHQUAKE:
  4530. case NPC_VAMPIRE_GIFT:
  4531. case NPC_HELLJUDGEMENT:
  4532. case NPC_PULSESTRIKE:
  4533. case LG_MOONSLASHER:
  4534. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  4535. break;
  4536. case KN_BRANDISHSPEAR:
  4537. case ML_BRANDISH:
  4538. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  4539. break;
  4540. case WZ_SIGHTRASHER:
  4541. //Passive side of the attack.
  4542. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  4543. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4544. map_foreachinrange(skill_area_sub,src,
  4545. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  4546. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4547. skill_castend_damage_id);
  4548. break;
  4549. case NJ_HYOUSYOURAKU:
  4550. case NJ_RAIGEKISAI:
  4551. case WZ_FROSTNOVA:
  4552. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4553. skill_area_temp[1] = 0;
  4554. map_foreachinrange(skill_attack_area, src,
  4555. skill_get_splash(skillid, skilllv), splash_target(src),
  4556. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  4557. break;
  4558. case HVAN_EXPLOSION: //[orn]
  4559. case NPC_SELFDESTRUCTION:
  4560. //Self Destruction hits everyone in range (allies+enemies)
  4561. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  4562. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  4563. BCT_ENEMY:BCT_ALL;
  4564. clif_skill_nodamage(src, src, skillid, -1, 1);
  4565. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  4566. map_foreachinrange(skill_area_sub, bl,
  4567. skill_get_splash(skillid, skilllv), splash_target(src),
  4568. src, skillid, skilllv, tick, flag|i,
  4569. skill_castend_damage_id);
  4570. map_addblock(src);
  4571. status_damage(src, src, sstatus->max_hp,0,0,1);
  4572. break;
  4573. case AL_ANGELUS:
  4574. case PR_MAGNIFICAT:
  4575. case PR_GLORIA:
  4576. case SN_WINDWALK:
  4577. case CASH_BLESSING:
  4578. case CASH_INCAGI:
  4579. case CASH_ASSUMPTIO:
  4580. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  4581. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4582. else if( sd )
  4583. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4584. break;
  4585. case MER_MAGNIFICAT:
  4586. if( mer != NULL )
  4587. {
  4588. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4589. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  4590. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4591. else if( mer->master && !(flag&1) )
  4592. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4593. }
  4594. break;
  4595. case BS_ADRENALINE:
  4596. case BS_ADRENALINE2:
  4597. case BS_WEAPONPERFECT:
  4598. case BS_OVERTHRUST:
  4599. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  4600. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4601. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  4602. } else if (sd) {
  4603. party_foreachsamemap(skill_area_sub,
  4604. sd,skill_get_splash(skillid, skilllv),
  4605. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4606. skill_castend_nodamage_id);
  4607. }
  4608. break;
  4609. case BS_MAXIMIZE:
  4610. case NV_TRICKDEAD:
  4611. case CR_DEFENDER:
  4612. case ML_DEFENDER:
  4613. case CR_AUTOGUARD:
  4614. case ML_AUTOGUARD:
  4615. case TK_READYSTORM:
  4616. case TK_READYDOWN:
  4617. case TK_READYTURN:
  4618. case TK_READYCOUNTER:
  4619. case TK_DODGE:
  4620. case CR_SHRINK:
  4621. case SG_FUSION:
  4622. case GS_GATLINGFEVER:
  4623. if( tsce )
  4624. {
  4625. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4626. map_freeblock_unlock();
  4627. return 0;
  4628. }
  4629. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4630. break;
  4631. case SL_KAITE:
  4632. case SL_KAAHI:
  4633. case SL_KAIZEL:
  4634. case SL_KAUPE:
  4635. if (sd) {
  4636. if (!dstsd || !(
  4637. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  4638. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  4639. dstsd->status.char_id == sd->status.char_id ||
  4640. dstsd->status.char_id == sd->status.partner_id ||
  4641. dstsd->status.char_id == sd->status.child
  4642. )) {
  4643. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  4644. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4645. break;
  4646. }
  4647. }
  4648. clif_skill_nodamage(src,bl,skillid,skilllv,
  4649. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4650. break;
  4651. case SM_AUTOBERSERK:
  4652. case MER_AUTOBERSERK:
  4653. if( tsce )
  4654. i = status_change_end(bl, type, INVALID_TIMER);
  4655. else
  4656. i = sc_start(bl,type,100,skilllv,60000);
  4657. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4658. break;
  4659. case TF_HIDING:
  4660. case ST_CHASEWALK:
  4661. if (tsce)
  4662. {
  4663. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  4664. map_freeblock_unlock();
  4665. return 0;
  4666. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  4667. //Mado Gear cannot hide
  4668. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4669. map_freeblock_unlock();
  4670. return 0;
  4671. }
  4672. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4673. break;
  4674. case TK_RUN:
  4675. if (tsce)
  4676. {
  4677. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4678. map_freeblock_unlock();
  4679. return 0;
  4680. }
  4681. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  4682. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  4683. clif_walkok(sd); // So aegis has to resend the walk ok.
  4684. break;
  4685. case AS_CLOAKING:
  4686. case RA_CAMOUFLAGE:
  4687. /**
  4688. * Guilotine Cross
  4689. **/
  4690. case GC_CLOAKINGEXCEED:
  4691. /**
  4692. * Royal Guard
  4693. **/
  4694. case LG_FORCEOFVANGUARD:
  4695. if (tsce)
  4696. {
  4697. i = status_change_end(bl, type, INVALID_TIMER);
  4698. if( i )
  4699. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  4700. else if( sd )
  4701. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4702. map_freeblock_unlock();
  4703. return 0;
  4704. }
  4705. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4706. if( i )
  4707. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  4708. else if( sd )
  4709. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4710. break;
  4711. case BD_ADAPTATION:
  4712. if(tsc && tsc->data[SC_DANCING]){
  4713. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4714. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  4715. }
  4716. break;
  4717. case BA_FROSTJOKER:
  4718. case DC_SCREAM:
  4719. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4720. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  4721. if (md) {
  4722. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  4723. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  4724. char temp[70];
  4725. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  4726. clif_message(&md->bl,temp);
  4727. }
  4728. break;
  4729. case BA_PANGVOICE:
  4730. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  4731. break;
  4732. case DC_WINKCHARM:
  4733. if( dstsd )
  4734. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  4735. else
  4736. if( dstmd )
  4737. {
  4738. if( status_get_lv(src) > status_get_lv(bl)
  4739. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4740. && !(tstatus->mode&MD_BOSS) )
  4741. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
  4742. else
  4743. {
  4744. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4745. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4746. }
  4747. }
  4748. break;
  4749. case TF_STEAL:
  4750. if(sd) {
  4751. if(pc_steal_item(sd,bl,skilllv))
  4752. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4753. else
  4754. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  4755. }
  4756. break;
  4757. case RG_STEALCOIN:
  4758. if(sd) {
  4759. if(pc_steal_coin(sd,bl))
  4760. {
  4761. dstmd->state.provoke_flag = src->id;
  4762. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4763. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4764. }
  4765. else
  4766. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4767. }
  4768. break;
  4769. case MG_STONECURSE:
  4770. {
  4771. if (tstatus->mode&MD_BOSS) {
  4772. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4773. break;
  4774. }
  4775. if(status_isimmune(bl) || !tsc)
  4776. break;
  4777. if (tsc->data[SC_STONE]) {
  4778. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4779. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4780. break;
  4781. }
  4782. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4783. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4784. skill_get_time2(skillid,skilllv)))
  4785. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4786. else if(sd) {
  4787. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4788. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4789. if (skilllv > 5)
  4790. { // not to consume items
  4791. map_freeblock_unlock();
  4792. return 0;
  4793. }
  4794. }
  4795. }
  4796. break;
  4797. case NV_FIRSTAID:
  4798. clif_skill_nodamage(src,bl,skillid,5,1);
  4799. status_heal(bl,5,0,0);
  4800. break;
  4801. case AL_CURE:
  4802. if(status_isimmune(bl)) {
  4803. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4804. break;
  4805. }
  4806. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4807. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4808. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4809. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4810. break;
  4811. case TF_DETOXIFY:
  4812. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4813. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4814. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  4815. break;
  4816. case PR_STRECOVERY:
  4817. if(status_isimmune(bl)) {
  4818. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4819. break;
  4820. }
  4821. if (tsc && tsc->opt1) {
  4822. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4823. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4824. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4825. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4826. }
  4827. //Is this equation really right? It looks so... special.
  4828. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  4829. {
  4830. status_change_start(bl, SC_BLIND,
  4831. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4832. 1,0,0,0,
  4833. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  4834. }
  4835. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4836. if(dstmd)
  4837. mob_unlocktarget(dstmd,tick);
  4838. break;
  4839. // Mercenary Supportive Skills
  4840. case MER_BENEDICTION:
  4841. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  4842. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4843. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4844. break;
  4845. case MER_COMPRESS:
  4846. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  4847. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4848. break;
  4849. case MER_MENTALCURE:
  4850. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4851. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4852. break;
  4853. case MER_RECUPERATE:
  4854. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4855. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4856. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4857. break;
  4858. case MER_REGAIN:
  4859. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4860. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4861. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4862. break;
  4863. case MER_TENDER:
  4864. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4865. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4866. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4867. break;
  4868. case MER_SCAPEGOAT:
  4869. if( mer && mer->master )
  4870. {
  4871. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  4872. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  4873. }
  4874. break;
  4875. case MER_ESTIMATION:
  4876. if( !mer )
  4877. break;
  4878. sd = mer->master;
  4879. case WZ_ESTIMATION:
  4880. if( sd == NULL )
  4881. break;
  4882. if( dstsd )
  4883. { // Fail on Players
  4884. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4885. break;
  4886. }
  4887. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4888. break; // Cannot be Used on Emperium
  4889. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4890. clif_skill_estimation(sd, bl);
  4891. if( skillid == MER_ESTIMATION )
  4892. sd = NULL;
  4893. break;
  4894. case BS_REPAIRWEAPON:
  4895. if(sd && dstsd)
  4896. clif_item_repair_list(sd,dstsd);
  4897. break;
  4898. case MC_IDENTIFY:
  4899. if(sd)
  4900. clif_item_identify_list(sd);
  4901. break;
  4902. // Weapon Refining [Celest]
  4903. case WS_WEAPONREFINE:
  4904. if(sd)
  4905. clif_item_refine_list(sd);
  4906. break;
  4907. case MC_VENDING:
  4908. if(sd)
  4909. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4910. if ( !pc_can_give_items(pc_isGM(sd)) )
  4911. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4912. else {
  4913. sd->state.prevend = 1;
  4914. clif_openvendingreq(sd,2+skilllv);
  4915. }
  4916. }
  4917. break;
  4918. case AL_TELEPORT:
  4919. if(sd)
  4920. {
  4921. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  4922. clif_skill_teleportmessage(sd,0);
  4923. break;
  4924. }
  4925. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  4926. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4927. break;
  4928. }
  4929. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  4930. {
  4931. if( skilllv == 1 )
  4932. pc_randomwarp(sd,CLR_TELEPORT);
  4933. else
  4934. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  4935. break;
  4936. }
  4937. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4938. if( skilllv == 1 )
  4939. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  4940. else
  4941. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  4942. } else
  4943. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4944. break;
  4945. case NPC_EXPULSION:
  4946. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4947. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4948. break;
  4949. case AL_HOLYWATER:
  4950. if(sd) {
  4951. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4952. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4953. else
  4954. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4955. }
  4956. break;
  4957. case TF_PICKSTONE:
  4958. if(sd) {
  4959. int eflag;
  4960. struct item item_tmp;
  4961. struct block_list tbl;
  4962. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4963. memset(&item_tmp,0,sizeof(item_tmp));
  4964. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4965. item_tmp.nameid = ITEMID_STONE;
  4966. item_tmp.identify = 1;
  4967. tbl.id = 0;
  4968. clif_takeitem(&sd->bl,&tbl);
  4969. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  4970. if(eflag) {
  4971. clif_additem(sd,0,0,eflag);
  4972. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4973. }
  4974. }
  4975. break;
  4976. case ASC_CDP:
  4977. if(sd) {
  4978. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4979. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4980. }
  4981. break;
  4982. case RG_STRIPWEAPON:
  4983. case RG_STRIPSHIELD:
  4984. case RG_STRIPARMOR:
  4985. case RG_STRIPHELM:
  4986. case ST_FULLSTRIP:
  4987. case GC_WEAPONCRUSH:
  4988. {
  4989. unsigned short location = 0;
  4990. int d = 0;
  4991. //Rate in percent
  4992. if ( skillid == ST_FULLSTRIP ) {
  4993. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  4994. } else {
  4995. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  4996. }
  4997. if (i < 5) i = 5; //Minimum rate 5%
  4998. //Duration in ms
  4999. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  5000. if (d < 0) d = 0; //Minimum duration 0ms
  5001. switch (skillid) {
  5002. case RG_STRIPWEAPON:
  5003. case GC_WEAPONCRUSH:
  5004. location = EQP_WEAPON;
  5005. break;
  5006. case RG_STRIPSHIELD:
  5007. location = EQP_SHIELD;
  5008. break;
  5009. case RG_STRIPARMOR:
  5010. location = EQP_ARMOR;
  5011. break;
  5012. case RG_STRIPHELM:
  5013. location = EQP_HELM;
  5014. break;
  5015. case ST_FULLSTRIP:
  5016. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5017. break;
  5018. }
  5019. //Special message when trying to use strip on FCP [Jobbie]
  5020. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5021. {
  5022. clif_gospel_info(sd, 0x28);
  5023. break;
  5024. }
  5025. //Attempts to strip at rate i and duration d
  5026. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  5027. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5028. //Nothing stripped.
  5029. if( sd && !i )
  5030. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5031. }
  5032. break;
  5033. case AM_BERSERKPITCHER:
  5034. case AM_POTIONPITCHER:
  5035. {
  5036. int i,x,hp = 0,sp = 0,bonus=100;
  5037. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5038. {
  5039. map_freeblock_unlock();
  5040. return 1;
  5041. }
  5042. if( sd )
  5043. {
  5044. x = skilllv%11 - 1;
  5045. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  5046. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  5047. {
  5048. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5049. map_freeblock_unlock();
  5050. return 1;
  5051. }
  5052. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  5053. {
  5054. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5055. map_freeblock_unlock();
  5056. return 1;
  5057. }
  5058. if( skillid == AM_BERSERKPITCHER )
  5059. {
  5060. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  5061. {
  5062. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5063. map_freeblock_unlock();
  5064. return 1;
  5065. }
  5066. }
  5067. potion_flag = 1;
  5068. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5069. potion_target = bl->id;
  5070. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5071. potion_flag = potion_target = 0;
  5072. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5073. bonus += sd->status.base_level;
  5074. if( potion_per_hp > 0 || potion_per_sp > 0 )
  5075. {
  5076. hp = tstatus->max_hp * potion_per_hp / 100;
  5077. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5078. if( dstsd )
  5079. {
  5080. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5081. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5082. }
  5083. }
  5084. else
  5085. {
  5086. if( potion_hp > 0 )
  5087. {
  5088. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5089. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5090. if( dstsd )
  5091. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5092. }
  5093. if( potion_sp > 0 )
  5094. {
  5095. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5096. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5097. if( dstsd )
  5098. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5099. }
  5100. }
  5101. if (sd->itemgrouphealrate[IG_POTION]>0)
  5102. {
  5103. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5104. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5105. }
  5106. if( (i = pc_skillheal_bonus(sd, skillid)) )
  5107. {
  5108. hp += hp * i / 100;
  5109. sp += sp * i / 100;
  5110. }
  5111. }
  5112. else
  5113. {
  5114. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  5115. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5116. if( dstsd )
  5117. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5118. }
  5119. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  5120. {
  5121. hp += hp * i / 100;
  5122. sp += sp * i / 100;
  5123. }
  5124. if( tsc && tsc->data[SC_CRITICALWOUND] )
  5125. {
  5126. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5127. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5128. }
  5129. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5130. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5131. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5132. if( sp > 0 )
  5133. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5134. status_heal(bl,hp,sp,0);
  5135. }
  5136. break;
  5137. case AM_CP_WEAPON:
  5138. case AM_CP_SHIELD:
  5139. case AM_CP_ARMOR:
  5140. case AM_CP_HELM:
  5141. {
  5142. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  5143. status_change_end(bl, scid, INVALID_TIMER);
  5144. clif_skill_nodamage(src,bl,skillid,skilllv,
  5145. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5146. }
  5147. break;
  5148. case AM_TWILIGHT1:
  5149. if (sd) {
  5150. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5151. //Prepare 200 White Potions.
  5152. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5153. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5154. }
  5155. break;
  5156. case AM_TWILIGHT2:
  5157. if (sd) {
  5158. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5159. //Prepare 200 Slim White Potions.
  5160. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5161. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5162. }
  5163. break;
  5164. case AM_TWILIGHT3:
  5165. if (sd) {
  5166. //check if you can produce all three, if not, then fail:
  5167. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5168. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5169. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5170. ) {
  5171. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5172. break;
  5173. }
  5174. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5175. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5176. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5177. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5178. }
  5179. break;
  5180. case SA_DISPELL:
  5181. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5182. {
  5183. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5184. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5185. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5186. || rand()%100 >= 50+10*skilllv
  5187. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5188. {
  5189. if (sd)
  5190. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5191. break;
  5192. }
  5193. if(status_isimmune(bl) || !tsc || !tsc->count)
  5194. break;
  5195. for(i=0;i<SC_MAX;i++)
  5196. {
  5197. if (!tsc->data[i])
  5198. continue;
  5199. switch (i) {
  5200. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5201. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5202. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5203. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5204. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5205. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5206. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5207. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5208. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  5209. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5210. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5211. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5212. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5213. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5214. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5215. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5216. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5217. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5218. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5219. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5220. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5221. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5222. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5223. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5224. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5225. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5226. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5227. case SC_INCHEALRATE:
  5228. continue;
  5229. /**
  5230. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5231. **/
  5232. case SC_WHISTLE:
  5233. case SC_ASSNCROS:
  5234. case SC_POEMBRAGI:
  5235. case SC_APPLEIDUN:
  5236. case SC_HUMMING:
  5237. case SC_DONTFORGETME:
  5238. case SC_FORTUNE:
  5239. case SC_SERVICE4U:
  5240. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5241. continue;
  5242. break;
  5243. case SC_ASSUMPTIO:
  5244. if( bl->type == BL_MOB )
  5245. continue;
  5246. break;
  5247. }
  5248. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  5249. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5250. }
  5251. break;
  5252. }
  5253. //Affect all targets on splash area.
  5254. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5255. src, skillid, skilllv, tick, flag|1,
  5256. skill_castend_damage_id);
  5257. break;
  5258. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5259. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5260. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5261. break;
  5262. case TK_HIGHJUMP:
  5263. {
  5264. int x,y, dir = unit_getdir(src);
  5265. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5266. if( map[src->m].flag.noteleport &&
  5267. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5268. ) {
  5269. x = src->x;
  5270. y = src->y;
  5271. } else {
  5272. x = src->x + dirx[dir]*skilllv*2;
  5273. y = src->y + diry[dir]*skilllv*2;
  5274. }
  5275. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5276. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5277. clif_slide(src,x,y);
  5278. unit_movepos(src, x, y, 1, 0);
  5279. }
  5280. }
  5281. break;
  5282. case SA_CASTCANCEL:
  5283. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5284. unit_skillcastcancel(src,1);
  5285. if(sd) {
  5286. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5287. sp = sp * (90 - (skilllv-1)*20) / 100;
  5288. if(sp < 0) sp = 0;
  5289. status_zap(src, 0, sp);
  5290. }
  5291. break;
  5292. case SA_SPELLBREAKER:
  5293. {
  5294. int sp;
  5295. if(tsc && tsc->data[SC_MAGICROD]) {
  5296. sp = skill_get_sp(skillid,skilllv);
  5297. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5298. if(sp < 1) sp = 1;
  5299. status_heal(bl,0,sp,2);
  5300. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5301. } else {
  5302. struct unit_data *ud = unit_bl2ud(bl);
  5303. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5304. if (!ud || ud->skilltimer == INVALID_TIMER)
  5305. break; //Nothing to cancel.
  5306. bl_skillid = ud->skillid;
  5307. bl_skilllv = ud->skilllv;
  5308. if (tstatus->mode & MD_BOSS)
  5309. { //Only 10% success chance against bosses. [Skotlex]
  5310. if (rand()%100 < 90)
  5311. {
  5312. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5313. break;
  5314. }
  5315. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5316. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5317. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5318. unit_skillcastcancel(bl,0);
  5319. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5320. status_zap(bl, hp, sp);
  5321. if (hp && skilllv >= 5)
  5322. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5323. else
  5324. hp = 0;
  5325. if (sp) //Recover some of the SP used
  5326. sp = sp*(25*(skilllv-1))/100;
  5327. if(hp || sp)
  5328. status_heal(src, hp, sp, 2);
  5329. }
  5330. }
  5331. break;
  5332. case SA_MAGICROD:
  5333. clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
  5334. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5335. break;
  5336. case SA_AUTOSPELL:
  5337. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5338. if(sd)
  5339. clif_autospell(sd,skilllv);
  5340. else {
  5341. int maxlv=1,spellid=0;
  5342. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5343. if(skilllv >= 10) {
  5344. spellid = MG_FROSTDIVER;
  5345. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5346. // maxlv = 10;
  5347. // else
  5348. maxlv = skilllv - 9;
  5349. }
  5350. else if(skilllv >=8) {
  5351. spellid = MG_FIREBALL;
  5352. maxlv = skilllv - 7;
  5353. }
  5354. else if(skilllv >=5) {
  5355. spellid = MG_SOULSTRIKE;
  5356. maxlv = skilllv - 4;
  5357. }
  5358. else if(skilllv >=2) {
  5359. int i = rand()%3;
  5360. spellid = spellarray[i];
  5361. maxlv = skilllv - 1;
  5362. }
  5363. else if(skilllv > 0) {
  5364. spellid = MG_NAPALMBEAT;
  5365. maxlv = 3;
  5366. }
  5367. if(spellid > 0)
  5368. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5369. skill_get_time(SA_AUTOSPELL,skilllv));
  5370. }
  5371. break;
  5372. case BS_GREED:
  5373. if(sd){
  5374. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5375. map_foreachinrange(skill_greed,bl,
  5376. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5377. }
  5378. break;
  5379. case SA_ELEMENTWATER:
  5380. case SA_ELEMENTFIRE:
  5381. case SA_ELEMENTGROUND:
  5382. case SA_ELEMENTWIND:
  5383. if(sd && !dstmd) //Only works on monsters.
  5384. break;
  5385. if(tstatus->mode&MD_BOSS)
  5386. break;
  5387. case NPC_ATTRICHANGE:
  5388. case NPC_CHANGEWATER:
  5389. case NPC_CHANGEGROUND:
  5390. case NPC_CHANGEFIRE:
  5391. case NPC_CHANGEWIND:
  5392. case NPC_CHANGEPOISON:
  5393. case NPC_CHANGEHOLY:
  5394. case NPC_CHANGEDARKNESS:
  5395. case NPC_CHANGETELEKINESIS:
  5396. clif_skill_nodamage(src,bl,skillid,skilllv,
  5397. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5398. skill_get_time(skillid, skilllv)));
  5399. break;
  5400. case NPC_CHANGEUNDEAD:
  5401. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5402. //TO-DO This is ugly, fix it
  5403. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5404. clif_skill_nodamage(src,bl,skillid,skilllv,
  5405. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5406. skill_get_time(skillid, skilllv)));
  5407. break;
  5408. case NPC_PROVOCATION:
  5409. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5410. if (md) mob_unlocktarget(md, tick);
  5411. break;
  5412. case NPC_KEEPING:
  5413. case NPC_BARRIER:
  5414. {
  5415. int skill_time = skill_get_time(skillid,skilllv);
  5416. struct unit_data *ud = unit_bl2ud(bl);
  5417. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  5418. sc_start(bl,type,100,skilllv,skill_time))
  5419. && ud) { //Disable attacking/acting/moving for skill's duration.
  5420. ud->attackabletime =
  5421. ud->canact_tick =
  5422. ud->canmove_tick = tick + skill_time;
  5423. }
  5424. }
  5425. break;
  5426. case NPC_REBIRTH:
  5427. if( md && md->state.rebirth )
  5428. break; // only works once
  5429. sc_start(bl,type,100,skilllv,-1);
  5430. break;
  5431. case NPC_DARKBLESSING:
  5432. clif_skill_nodamage(src,bl,skillid,skilllv,
  5433. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  5434. break;
  5435. case NPC_LICK:
  5436. status_zap(bl, 0, 100);
  5437. clif_skill_nodamage(src,bl,skillid,skilllv,
  5438. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  5439. break;
  5440. case NPC_SUICIDE:
  5441. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5442. status_kill(src); //When suiciding, neither exp nor drops is given.
  5443. break;
  5444. case NPC_SUMMONSLAVE:
  5445. case NPC_SUMMONMONSTER:
  5446. if(md && md->skillidx >= 0)
  5447. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  5448. break;
  5449. case NPC_CALLSLAVE:
  5450. mob_warpslave(src,MOB_SLAVEDISTANCE);
  5451. break;
  5452. case NPC_RANDOMMOVE:
  5453. if (md) {
  5454. md->next_walktime = tick - 1;
  5455. mob_randomwalk(md,tick);
  5456. }
  5457. break;
  5458. case NPC_SPEEDUP:
  5459. {
  5460. // or does it increase casting rate? just a guess xD
  5461. int i = SC_ASPDPOTION0 + skilllv - 1;
  5462. if (i > SC_ASPDPOTION3)
  5463. i = SC_ASPDPOTION3;
  5464. clif_skill_nodamage(src,bl,skillid,skilllv,
  5465. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  5466. }
  5467. break;
  5468. case NPC_REVENGE:
  5469. // not really needed... but adding here anyway ^^
  5470. if (md && md->master_id > 0) {
  5471. struct block_list *mbl, *tbl;
  5472. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  5473. (tbl = battle_gettargeted(mbl)) == NULL)
  5474. break;
  5475. md->state.provoke_flag = tbl->id;
  5476. mob_target(md, tbl, sstatus->rhw.range);
  5477. }
  5478. break;
  5479. case NPC_RUN:
  5480. {
  5481. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  5482. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  5483. unit_stop_attack(src);
  5484. //Run skillv tiles overriding the can-move check.
  5485. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  5486. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  5487. }
  5488. break;
  5489. case NPC_TRANSFORMATION:
  5490. case NPC_METAMORPHOSIS:
  5491. if(md && md->skillidx >= 0) {
  5492. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  5493. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  5494. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  5495. if (class_) mob_class_change(md, class_);
  5496. }
  5497. break;
  5498. case NPC_EMOTION_ON:
  5499. case NPC_EMOTION:
  5500. //va[0] is the emotion to use.
  5501. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  5502. //val[1] 'sets' the mode
  5503. //val[2] adds to the current mode
  5504. //val[3] removes from the current mode
  5505. //val[4] if set, asks to delete the previous mode change.
  5506. if(md && md->skillidx >= 0 && tsc)
  5507. {
  5508. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  5509. if(md->db->skill[md->skillidx].val[4] && tsce)
  5510. status_change_end(bl, type, INVALID_TIMER);
  5511. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  5512. sc_start4(src, type, 100, skilllv,
  5513. md->db->skill[md->skillidx].val[1],
  5514. md->db->skill[md->skillidx].val[2],
  5515. md->db->skill[md->skillidx].val[3],
  5516. skill_get_time(skillid, skilllv));
  5517. }
  5518. break;
  5519. case NPC_POWERUP:
  5520. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  5521. clif_skill_nodamage(src,bl,skillid,skilllv,
  5522. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5523. break;
  5524. case NPC_AGIUP:
  5525. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  5526. clif_skill_nodamage(src,bl,skillid,skilllv,
  5527. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5528. break;
  5529. case NPC_INVISIBLE:
  5530. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  5531. clif_skill_nodamage(src,bl,skillid,skilllv,
  5532. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  5533. break;
  5534. case NPC_SIEGEMODE:
  5535. // not sure what it does
  5536. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5537. break;
  5538. case WE_MALE:
  5539. {
  5540. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  5541. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  5542. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  5543. }
  5544. break;
  5545. case WE_FEMALE:
  5546. {
  5547. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  5548. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  5549. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  5550. }
  5551. break;
  5552. // parent-baby skills
  5553. case WE_BABY:
  5554. if(sd){
  5555. struct map_session_data *f_sd = pc_get_father(sd);
  5556. struct map_session_data *m_sd = pc_get_mother(sd);
  5557. // if neither was found
  5558. if(!f_sd && !m_sd){
  5559. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5560. map_freeblock_unlock();
  5561. return 0;
  5562. }
  5563. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  5564. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5565. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5566. }
  5567. break;
  5568. case PF_HPCONVERSION:
  5569. {
  5570. int hp, sp;
  5571. hp = sstatus->max_hp/10;
  5572. sp = hp * 10 * skilllv / 100;
  5573. if (!status_charge(src,hp,0)) {
  5574. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5575. break;
  5576. }
  5577. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5578. status_heal(bl,0,sp,2);
  5579. }
  5580. break;
  5581. case MA_REMOVETRAP:
  5582. case HT_REMOVETRAP:
  5583. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  5584. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5585. {
  5586. struct skill_unit* su;
  5587. struct skill_unit_group* sg;
  5588. su = BL_CAST(BL_SKILL, bl);
  5589. // Mercenaries can remove any trap
  5590. // Players can only remove their own traps or traps on Vs maps.
  5591. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  5592. {
  5593. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5594. { // prevent picking up expired traps
  5595. if( battle_config.skill_removetrap_type )
  5596. { // get back all items used to deploy the trap
  5597. for( i = 0; i < 10; i++ )
  5598. {
  5599. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  5600. {
  5601. int flag;
  5602. struct item item_tmp;
  5603. memset(&item_tmp,0,sizeof(item_tmp));
  5604. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  5605. item_tmp.identify = 1;
  5606. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  5607. {
  5608. clif_additem(sd,0,0,flag);
  5609. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5610. }
  5611. }
  5612. }
  5613. }
  5614. else
  5615. { // get back 1 trap
  5616. struct item item_tmp;
  5617. memset(&item_tmp,0,sizeof(item_tmp));
  5618. item_tmp.nameid = ITEMID_TRAP;
  5619. item_tmp.identify = 1;
  5620. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  5621. {
  5622. clif_additem(sd,0,0,flag);
  5623. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5624. }
  5625. }
  5626. }
  5627. skill_delunit(su);
  5628. }
  5629. }
  5630. break;
  5631. case HT_SPRINGTRAP:
  5632. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5633. {
  5634. struct skill_unit *su=NULL;
  5635. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  5636. switch(su->group->unit_id){
  5637. case UNT_ANKLESNARE: // ankle snare
  5638. if (su->group->val2 != 0)
  5639. // if it is already trapping something don't spring it,
  5640. // remove trap should be used instead
  5641. break;
  5642. // otherwise fallthrough to below
  5643. case UNT_BLASTMINE:
  5644. case UNT_SKIDTRAP:
  5645. case UNT_LANDMINE:
  5646. case UNT_SHOCKWAVE:
  5647. case UNT_SANDMAN:
  5648. case UNT_FLASHER:
  5649. case UNT_FREEZINGTRAP:
  5650. case UNT_CLAYMORETRAP:
  5651. case UNT_TALKIEBOX:
  5652. su->group->unit_id = UNT_USED_TRAPS;
  5653. clif_changetraplook(bl, UNT_USED_TRAPS);
  5654. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  5655. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  5656. }
  5657. }
  5658. }
  5659. break;
  5660. case BD_ENCORE:
  5661. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5662. if(sd)
  5663. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  5664. break;
  5665. case AS_SPLASHER:
  5666. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  5667. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5668. map_freeblock_unlock();
  5669. return 1;
  5670. }
  5671. clif_skill_nodamage(src,bl,skillid,skilllv,
  5672. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  5673. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  5674. break;
  5675. case PF_MINDBREAKER:
  5676. {
  5677. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  5678. {
  5679. map_freeblock_unlock();
  5680. return 1;
  5681. }
  5682. if (tsce)
  5683. { //HelloKitty2 (?) explained that this silently fails when target is
  5684. //already inflicted. [Skotlex]
  5685. map_freeblock_unlock();
  5686. return 1;
  5687. }
  5688. //Has a 55% + skilllv*5% success chance.
  5689. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  5690. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  5691. {
  5692. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5693. map_freeblock_unlock();
  5694. return 0;
  5695. }
  5696. unit_skillcastcancel(bl,0);
  5697. if(tsc && tsc->count){
  5698. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5699. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  5700. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5701. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5702. }
  5703. if(dstmd)
  5704. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  5705. }
  5706. break;
  5707. case PF_SOULCHANGE:
  5708. {
  5709. unsigned int sp1 = 0, sp2 = 0;
  5710. if (dstmd) {
  5711. if (dstmd->state.soul_change_flag) {
  5712. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5713. break;
  5714. }
  5715. dstmd->state.soul_change_flag = 1;
  5716. sp2 = sstatus->max_sp * 3 /100;
  5717. status_heal(src, 0, sp2, 2);
  5718. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5719. break;
  5720. }
  5721. sp1 = sstatus->sp;
  5722. sp2 = tstatus->sp;
  5723. status_set_sp(src, sp2, 3);
  5724. status_set_sp(bl, sp1, 3);
  5725. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5726. }
  5727. break;
  5728. // Slim Pitcher
  5729. case CR_SLIMPITCHER:
  5730. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  5731. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  5732. break;
  5733. if (potion_hp || potion_sp) {
  5734. int hp = potion_hp, sp = potion_sp;
  5735. hp = hp * (100 + (tstatus->vit<<1))/100;
  5736. sp = sp * (100 + (tstatus->int_<<1))/100;
  5737. if (dstsd) {
  5738. if (hp)
  5739. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5740. if (sp)
  5741. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5742. }
  5743. if (tsc && tsc->data[SC_CRITICALWOUND])
  5744. {
  5745. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5746. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5747. }
  5748. if(hp > 0)
  5749. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5750. if(sp > 0)
  5751. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5752. status_heal(bl,hp,sp,0);
  5753. }
  5754. break;
  5755. // Full Chemical Protection
  5756. case CR_FULLPROTECTION:
  5757. {
  5758. int i, skilltime;
  5759. skilltime = skill_get_time(skillid,skilllv);
  5760. if (!tsc) {
  5761. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5762. break;
  5763. }
  5764. for (i=0; i<4; i++) {
  5765. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
  5766. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  5767. }
  5768. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5769. }
  5770. break;
  5771. case RG_CLEANER: //AppleGirl
  5772. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5773. break;
  5774. case CG_LONGINGFREEDOM:
  5775. {
  5776. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  5777. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  5778. {
  5779. clif_skill_nodamage(src,bl,skillid,skilllv,
  5780. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5781. }
  5782. }
  5783. break;
  5784. case CG_TAROTCARD:
  5785. {
  5786. int eff, count = -1;
  5787. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  5788. {
  5789. if( sd )
  5790. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5791. map_freeblock_unlock();
  5792. return 0;
  5793. }
  5794. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  5795. do {
  5796. eff = rand() % 14;
  5797. clif_specialeffect(bl, 523 + eff, AREA);
  5798. switch (eff)
  5799. {
  5800. case 0: // heals SP to 0
  5801. status_percent_damage(src, bl, 0, 100, false);
  5802. break;
  5803. case 1: // matk halved
  5804. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5805. break;
  5806. case 2: // all buffs removed
  5807. status_change_clear_buffs(bl,1);
  5808. break;
  5809. case 3: // 1000 damage, random armor destroyed
  5810. {
  5811. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  5812. status_fix_damage(src, bl, 1000, 0);
  5813. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  5814. if( !status_isdead(bl) )
  5815. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  5816. }
  5817. break;
  5818. case 4: // atk halved
  5819. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5820. break;
  5821. case 5: // 2000HP heal, random teleported
  5822. status_heal(src, 2000, 0, 0);
  5823. if( !map_flag_vs(bl->m) )
  5824. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  5825. break;
  5826. case 6: // random 2 other effects
  5827. if (count == -1)
  5828. count = 3;
  5829. else
  5830. count++; //Should not retrigger this one.
  5831. break;
  5832. case 7: // stop freeze or stoned
  5833. {
  5834. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5835. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  5836. }
  5837. break;
  5838. case 8: // curse coma and poison
  5839. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  5840. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  5841. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  5842. break;
  5843. case 9: // confusion
  5844. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  5845. break;
  5846. case 10: // 6666 damage, atk matk halved, cursed
  5847. status_fix_damage(src, bl, 6666, 0);
  5848. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5849. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5850. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5851. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  5852. break;
  5853. case 11: // 4444 damage
  5854. status_fix_damage(src, bl, 4444, 0);
  5855. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5856. break;
  5857. case 12: // stun
  5858. sc_start(bl,SC_STUN,100,skilllv,5000);
  5859. break;
  5860. case 13: // atk,matk,hit,flee,def reduced
  5861. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5862. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5863. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  5864. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  5865. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  5866. break;
  5867. default:
  5868. break;
  5869. }
  5870. } while ((--count) > 0);
  5871. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5872. }
  5873. break;
  5874. case SL_ALCHEMIST:
  5875. case SL_ASSASIN:
  5876. case SL_BARDDANCER:
  5877. case SL_BLACKSMITH:
  5878. case SL_CRUSADER:
  5879. case SL_HUNTER:
  5880. case SL_KNIGHT:
  5881. case SL_MONK:
  5882. case SL_PRIEST:
  5883. case SL_ROGUE:
  5884. case SL_SAGE:
  5885. case SL_SOULLINKER:
  5886. case SL_STAR:
  5887. case SL_SUPERNOVICE:
  5888. case SL_WIZARD:
  5889. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  5890. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5891. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5892. break;
  5893. }
  5894. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  5895. { //Erase death count 1% of the casts
  5896. dstsd->die_counter = 0;
  5897. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  5898. clif_specialeffect(bl, 0x152, AREA);
  5899. //SC_SPIRIT invokes status_calc_pc for us.
  5900. }
  5901. clif_skill_nodamage(src,bl,skillid,skilllv,
  5902. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5903. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5904. break;
  5905. case SL_HIGH:
  5906. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5907. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5908. break;
  5909. }
  5910. clif_skill_nodamage(src,bl,skillid,skilllv,
  5911. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5912. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5913. break;
  5914. case SL_SWOO:
  5915. if (tsce) {
  5916. sc_start(src,SC_STUN,100,skilllv,10000);
  5917. break;
  5918. }
  5919. case SL_SKA: // [marquis007]
  5920. case SL_SKE:
  5921. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5922. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5923. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5924. break;
  5925. }
  5926. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5927. if (skillid == SL_SKE)
  5928. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5929. break;
  5930. // New guild skills [Celest]
  5931. case GD_BATTLEORDER:
  5932. if(flag&1) {
  5933. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5934. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5935. } else if (status_get_guild_id(src)) {
  5936. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5937. map_foreachinrange(skill_area_sub, src,
  5938. skill_get_splash(skillid, skilllv), BL_PC,
  5939. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5940. skill_castend_nodamage_id);
  5941. if (sd)
  5942. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5943. }
  5944. break;
  5945. case GD_REGENERATION:
  5946. if(flag&1) {
  5947. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5948. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5949. } else if (status_get_guild_id(src)) {
  5950. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5951. map_foreachinrange(skill_area_sub, src,
  5952. skill_get_splash(skillid, skilllv), BL_PC,
  5953. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5954. skill_castend_nodamage_id);
  5955. if (sd)
  5956. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5957. }
  5958. break;
  5959. case GD_RESTORE:
  5960. if(flag&1) {
  5961. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5962. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5963. } else if (status_get_guild_id(src)) {
  5964. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5965. map_foreachinrange(skill_area_sub, src,
  5966. skill_get_splash(skillid, skilllv), BL_PC,
  5967. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5968. skill_castend_nodamage_id);
  5969. if (sd)
  5970. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5971. }
  5972. break;
  5973. case GD_EMERGENCYCALL:
  5974. {
  5975. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5976. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5977. int j = 0;
  5978. struct guild *g = NULL;
  5979. // i don't know if it actually summons in a circle, but oh well. ;P
  5980. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5981. if (!g)
  5982. break;
  5983. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5984. for(i = 0; i < g->max_member; i++, j++) {
  5985. if (j>8) j=0;
  5986. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  5987. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  5988. continue;
  5989. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5990. dx[j] = dy[j] = 0;
  5991. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  5992. }
  5993. }
  5994. if (sd)
  5995. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5996. }
  5997. break;
  5998. case SG_FEEL:
  5999. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6000. if (sd) {
  6001. if(!sd->feel_map[skilllv-1].index)
  6002. clif_feel_req(sd->fd,sd, skilllv);
  6003. else
  6004. clif_feel_info(sd, skilllv-1, 1);
  6005. }
  6006. break;
  6007. case SG_HATE:
  6008. if (sd) {
  6009. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6010. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  6011. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6012. }
  6013. break;
  6014. case GS_GLITTERING:
  6015. if(sd) {
  6016. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6017. if(rand()%100 < (20+10*skilllv))
  6018. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  6019. else if(sd->spiritball > 0)
  6020. pc_delspiritball(sd,1,0);
  6021. }
  6022. break;
  6023. case GS_CRACKER:
  6024. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  6025. {
  6026. i =65 -5*distance_bl(src,bl); //Base rate
  6027. if (i < 30) i = 30;
  6028. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6029. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  6030. }
  6031. else if (sd)
  6032. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6033. break;
  6034. case AM_CALLHOMUN: //[orn]
  6035. if (sd && !merc_call_homunculus(sd))
  6036. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6037. break;
  6038. case AM_REST:
  6039. if (sd)
  6040. {
  6041. if (merc_hom_vaporize(sd,1))
  6042. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6043. else
  6044. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6045. }
  6046. break;
  6047. case HAMI_CASTLE: //[orn]
  6048. if(rand()%100 < 20*skilllv && src != bl)
  6049. {
  6050. int x,y;
  6051. x = src->x;
  6052. y = src->y;
  6053. if (hd)
  6054. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6055. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6056. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  6057. clif_slide(src,bl->x,bl->y) ;
  6058. if (unit_movepos(bl,x,y,0,0))
  6059. {
  6060. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  6061. clif_slide(bl,x,y) ;
  6062. }
  6063. //TODO: Shouldn't also players and the like switch targets?
  6064. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6065. AREA_SIZE, BL_MOB, bl, src);
  6066. }
  6067. }
  6068. // Failed
  6069. else if (hd && hd->master)
  6070. clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
  6071. else if (sd)
  6072. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6073. break;
  6074. case HVAN_CHAOTIC: //[orn]
  6075. {
  6076. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6077. int rnd = rand()%100;
  6078. i = (skilllv-1)%5;
  6079. if(rnd<per[i][0]) //Self
  6080. bl = src;
  6081. else if(rnd<per[i][1]) //Master
  6082. bl = battle_get_master(src);
  6083. else //Enemy
  6084. bl = map_id2bl(battle_gettarget(src));
  6085. if (!bl) bl = src;
  6086. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  6087. //Eh? why double skill packet?
  6088. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6089. clif_skill_nodamage(src,bl,skillid,i,1);
  6090. status_heal(bl, i, 0, 0);
  6091. }
  6092. break;
  6093. //Homun single-target support skills [orn]
  6094. case HAMI_BLOODLUST:
  6095. case HFLI_FLEET:
  6096. case HFLI_SPEED:
  6097. case HLIF_CHANGE:
  6098. clif_skill_nodamage(src,bl,skillid,skilllv,
  6099. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6100. if (hd)
  6101. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6102. break;
  6103. case NPC_DRAGONFEAR:
  6104. if (flag&1) {
  6105. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6106. int j;
  6107. j = i = rand()%ARRAYLENGTH(sc);
  6108. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  6109. i++;
  6110. if ( i == ARRAYLENGTH(sc) )
  6111. i = 0;
  6112. if (i == j)
  6113. break;
  6114. }
  6115. break;
  6116. }
  6117. case NPC_WIDEBLEEDING:
  6118. case NPC_WIDECONFUSE:
  6119. case NPC_WIDECURSE:
  6120. case NPC_WIDEFREEZE:
  6121. case NPC_WIDESLEEP:
  6122. case NPC_WIDESILENCE:
  6123. case NPC_WIDESTONE:
  6124. case NPC_WIDESTUN:
  6125. case NPC_SLOWCAST:
  6126. case NPC_WIDEHELLDIGNITY:
  6127. if (flag&1)
  6128. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6129. else {
  6130. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6131. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6132. map_foreachinrange(skill_area_sub, bl,
  6133. skill_get_splash(skillid, skilllv),BL_CHAR,
  6134. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6135. skill_castend_nodamage_id);
  6136. }
  6137. break;
  6138. case NPC_WIDESOULDRAIN:
  6139. if (flag&1)
  6140. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6141. else {
  6142. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6143. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6144. map_foreachinrange(skill_area_sub, bl,
  6145. skill_get_splash(skillid, skilllv),BL_CHAR,
  6146. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6147. skill_castend_nodamage_id);
  6148. }
  6149. break;
  6150. case NPC_TALK:
  6151. case ALL_WEWISH:
  6152. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6153. break;
  6154. case ALL_BUYING_STORE:
  6155. if( sd )
  6156. {// players only, skill allows 5 buying slots
  6157. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6158. }
  6159. break;
  6160. case RK_ENCHANTBLADE:
  6161. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6162. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6163. break;
  6164. case RK_DRAGONHOWLING:
  6165. if( flag&1)
  6166. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6167. else
  6168. {
  6169. skill_area_temp[2] = 0;
  6170. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6171. map_foreachinrange(skill_area_sub, src,
  6172. skill_get_splash(skillid,skilllv),BL_CHAR,
  6173. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6174. skill_castend_nodamage_id);
  6175. }
  6176. break;
  6177. case RK_IGNITIONBREAK:
  6178. case LG_EARTHDRIVE:
  6179. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6180. i = skill_get_splash(skillid,skilllv);
  6181. if( skillid == LG_EARTHDRIVE ) {
  6182. int dummy = 1;
  6183. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  6184. }
  6185. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  6186. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6187. break;
  6188. case RK_STONEHARDSKIN:
  6189. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6190. {
  6191. int heal = sstatus->hp / 4; // 25% HP
  6192. if( status_charge(bl,heal,0) )
  6193. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6194. else
  6195. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6196. }
  6197. break;
  6198. case RK_REFRESH:
  6199. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6200. {
  6201. int heal = status_get_max_hp(bl) * 25 / 100;
  6202. clif_skill_nodamage(src,bl,skillid,skilllv,
  6203. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6204. status_heal(bl,heal,0,1);
  6205. status_change_clear_buffs(bl,2);
  6206. }
  6207. break;
  6208. case RK_MILLENNIUMSHIELD:
  6209. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6210. {
  6211. short shields = (rand()%100<50) ? 4 : ((rand()%100<80) ? 3 : 2);
  6212. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6213. clif_millenniumshield(sd,shields);
  6214. clif_skill_nodamage(src,bl,skillid,1,1);
  6215. }
  6216. break;
  6217. case RK_GIANTGROWTH:
  6218. case RK_VITALITYACTIVATION:
  6219. case RK_ABUNDANCE:
  6220. if( sd )
  6221. {
  6222. int lv = 1; // RK_GIANTGROWTH
  6223. if( skillid == RK_VITALITYACTIVATION )
  6224. lv = 2;
  6225. else if( skillid == RK_ABUNDANCE )
  6226. lv = 6;
  6227. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6228. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6229. }
  6230. break;
  6231. case RK_FIGHTINGSPIRIT:
  6232. if( flag&1 ) {
  6233. if( src == bl )
  6234. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6235. else
  6236. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6237. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6238. if( sd->status.party_id ) {
  6239. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6240. skill_area_temp[5] = 7 * i; // ATK
  6241. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6242. } else
  6243. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6244. }
  6245. clif_skill_nodamage(src,bl,skillid,1,1);
  6246. break;
  6247. /**
  6248. * Guilotine Cross
  6249. **/
  6250. case GC_ROLLINGCUTTER:
  6251. {
  6252. short count = 1;
  6253. skill_area_temp[2] = 0;
  6254. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6255. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6256. { // Every time the skill is casted the status change is reseted adding a counter.
  6257. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6258. if( count > 10 )
  6259. count = 10; // Max coounter
  6260. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6261. }
  6262. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6263. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6264. }
  6265. break;
  6266. case GC_WEAPONBLOCKING:
  6267. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6268. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6269. else
  6270. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6271. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6272. break;
  6273. case GC_CREATENEWPOISON:
  6274. if( sd )
  6275. {
  6276. clif_skill_produce_mix_list(sd,skillid,25);
  6277. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6278. }
  6279. break;
  6280. case GC_POISONINGWEAPON:
  6281. if( sd ) {
  6282. clif_poison_list(sd,skilllv);
  6283. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6284. }
  6285. break;
  6286. case GC_ANTIDOTE:
  6287. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6288. if( tsc )
  6289. {
  6290. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6291. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6292. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6293. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6294. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6295. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6296. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6297. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6298. }
  6299. break;
  6300. case GC_PHANTOMMENACE:
  6301. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6302. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6303. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6304. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6305. break;
  6306. case GC_HALLUCINATIONWALK:
  6307. {
  6308. int heal = status_get_max_hp(bl) / 10;
  6309. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6310. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6311. break;
  6312. }
  6313. if( !status_charge(bl,heal,0) )
  6314. {
  6315. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6316. break;
  6317. }
  6318. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6319. }
  6320. break;
  6321. /**
  6322. * Arch Bishop
  6323. **/
  6324. case AB_ANCILLA:
  6325. if( sd ) {
  6326. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6327. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6328. }
  6329. break;
  6330. case AB_CLEMENTIA:
  6331. case AB_CANTO:
  6332. {
  6333. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6334. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6335. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6336. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6337. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6338. else if( sd )
  6339. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6340. }
  6341. break;
  6342. case AB_PRAEFATIO:
  6343. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6344. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6345. else if( sd )
  6346. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6347. break;
  6348. case AB_CHEAL:
  6349. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6350. {
  6351. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6352. {
  6353. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6354. status_heal(bl, i, 0, 1);
  6355. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6356. }
  6357. }
  6358. else if( sd )
  6359. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6360. break;
  6361. case AB_ORATIO:
  6362. if( flag&1 )
  6363. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6364. else
  6365. {
  6366. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6367. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6368. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6369. }
  6370. break;
  6371. case AB_LAUDAAGNUS:
  6372. if( flag&1 || sd == NULL )
  6373. {
  6374. if( (tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] ||
  6375. tsc->data[SC_BLIND]))&& (rand()%100 < 30+5*skilllv) )
  6376. {
  6377. status_change_end(bl, SC_FREEZE, -1);
  6378. status_change_end(bl, SC_STONE, -1);
  6379. status_change_end(bl, SC_BLIND, -1);
  6380. }
  6381. // Success rate only applies to the curing effect and not stat bonus.
  6382. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6383. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6384. }
  6385. else if( sd )
  6386. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6387. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6388. break;
  6389. case AB_LAUDARAMUS:
  6390. if( flag&1 || sd == NULL )
  6391. {
  6392. if( (tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] ||
  6393. tsc->data[SC_SILENCE]))&& (rand()%100 < 30+5*skilllv) )
  6394. {
  6395. status_change_end(bl, SC_SLEEP, -1);
  6396. status_change_end(bl, SC_STUN, -1);
  6397. status_change_end(bl, SC_SILENCE, -1);
  6398. }
  6399. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6400. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6401. //Success rate only applies to the curing effect and not stat bonus.
  6402. }
  6403. else if( sd )
  6404. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6405. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6406. break;
  6407. case AB_CLEARANCE:
  6408. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  6409. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  6410. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6411. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rand()%100 >= 30 + 10 * skilllv)
  6412. {
  6413. if (sd)
  6414. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6415. break;
  6416. }
  6417. if(status_isimmune(bl) || !tsc || !tsc->count)
  6418. break;
  6419. for(i=0;i<SC_MAX;i++)
  6420. {
  6421. if (!tsc->data[i])
  6422. continue;
  6423. switch (i) {
  6424. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6425. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6426. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6427. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6428. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6429. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6430. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6431. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6432. case SC_GUILDAURA: case SC_SPIRIT: case SC_AUTOBERSERK:
  6433. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6434. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6435. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6436. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6437. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6438. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6439. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6440. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  6441. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6442. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6443. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6444. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6445. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6446. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6447. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  6448. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  6449. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  6450. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  6451. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  6452. case SC_FOOD_LUK_CASH: /* case SC_ELECTRICSHOCKER: case SC_BITE:
  6453. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  6454. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  6455. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  6456. case SC_MAGNETICFIELD:case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  6457. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6458. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  6459. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD: */
  6460. continue;
  6461. case SC_ASSUMPTIO:
  6462. if( bl->type == BL_MOB )
  6463. continue;
  6464. break;
  6465. }
  6466. if(i==SC_BERSERK /*|| i==SC_SATURDAYNIGHTFEVER*/) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6467. status_change_end(bl,(sc_type)i,-1);
  6468. }
  6469. break;
  6470. }
  6471. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  6472. break;
  6473. case AB_SILENTIUM:
  6474. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  6475. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6476. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6477. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6478. break;
  6479. /**
  6480. * Warlock
  6481. **/
  6482. case WL_STASIS:
  6483. if( flag&1 )
  6484. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  6485. else
  6486. {
  6487. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  6488. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6489. }
  6490. break;
  6491. case WL_WHITEIMPRISON:
  6492. if( !(tsc && tsc->data[type]) && (src == bl || battle_check_target(src, bl, BCT_ENEMY)) )
  6493. {
  6494. int rate = 50 + 3 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6495. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?skill_get_time2(skillid,skilllv):skill_get_time(skillid, skilllv));
  6496. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  6497. if( sd && i )
  6498. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  6499. }
  6500. else if( sd )
  6501. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6502. break;
  6503. case WL_FROSTMISTY:
  6504. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6505. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  6506. break;
  6507. case WL_JACKFROST:
  6508. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6509. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6510. break;
  6511. case WL_MARSHOFABYSS:
  6512. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  6513. clif_skill_nodamage(src, bl, skillid, skilllv,
  6514. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  6515. skill_get_time(skillid, skilllv)));
  6516. break;
  6517. case WL_SIENNAEXECRATE:
  6518. if( status_isimmune(bl) || !tsc )
  6519. break;
  6520. if( flag&1 )
  6521. {
  6522. if( bl->id == skill_area_temp[1] )
  6523. break; // Already work on this target
  6524. if( tsc && tsc->data[SC_STONE] )
  6525. status_change_end(bl,SC_STONE,-1);
  6526. else
  6527. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6528. }
  6529. else
  6530. {
  6531. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6532. // IroWiki says Rate should be reduced by target stats, but currently unknown
  6533. if( rand()%100 < rate )
  6534. { // Success on First Target
  6535. rate = 0;
  6536. if( !tsc->data[SC_STONE] )
  6537. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6538. else
  6539. {
  6540. rate = 1;
  6541. status_change_end(bl,SC_STONE,-1);
  6542. }
  6543. if( rate )
  6544. {
  6545. skill_area_temp[1] = bl->id;
  6546. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  6547. }
  6548. // Doesn't send failure packet if it fails on defense.
  6549. }
  6550. else if( sd ) // Failure on Rate
  6551. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6552. }
  6553. break;
  6554. case WL_SUMMONFB:
  6555. case WL_SUMMONBL:
  6556. case WL_SUMMONWB:
  6557. case WL_SUMMONSTONE:
  6558. {
  6559. short element = 0, sctype = 0, pos = -1;
  6560. struct status_change *sc = status_get_sc(src);
  6561. if( !sc ) break;
  6562. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  6563. {
  6564. if( !sctype && !sc->data[i] )
  6565. sctype = i; // Take the free SC
  6566. if( sc->data[i] )
  6567. pos = max(sc->data[i]->val2,pos);
  6568. }
  6569. if( !sctype )
  6570. {
  6571. if( sd ) // No free slots to put SC
  6572. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
  6573. break;
  6574. }
  6575. pos++; // Used in val2 for SC. Indicates the order of this ball
  6576. switch( skillid )
  6577. { // Set val1. The SC element for this ball
  6578. case WL_SUMMONFB: element = WLS_FIRE; break;
  6579. case WL_SUMMONBL: element = WLS_WIND; break;
  6580. case WL_SUMMONWB: element = WLS_WATER; break;
  6581. case WL_SUMMONSTONE: element = WLS_STONE; break;
  6582. }
  6583. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  6584. clif_skill_nodamage(src,bl,skillid,0,0);
  6585. }
  6586. break;
  6587. case WL_READING_SB:
  6588. if( sd )
  6589. {
  6590. int i, preserved = 0, max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10;
  6591. ARR_FIND(0, MAX_SPELLBOOK, i, sd->rsb[i].skillid == 0); // Search for a Free Slot
  6592. if( i == MAX_SPELLBOOK )
  6593. {
  6594. clif_skill_fail(sd,skillid,USESKILL_FAIL_SKILLINTERVAL,0);
  6595. break;
  6596. }
  6597. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  6598. preserved += sd->rsb[i].points;
  6599. if( preserved >= max_preserve )
  6600. {
  6601. clif_skill_fail(sd,skillid,USESKILL_FAIL_SKILLINTERVAL,0);
  6602. break;
  6603. }
  6604. sc_start(bl,SC_STOP,100,skilllv,-1); //Can't move while selecting a spellbook.
  6605. clif_spellbook_list(sd);
  6606. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6607. }
  6608. break;
  6609. /**
  6610. * Ranger
  6611. **/
  6612. case RA_FEARBREEZE:
  6613. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6614. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6615. break;
  6616. case RA_WUGMASTERY:
  6617. if( sd )
  6618. {
  6619. if( pc_isridingwug(sd) )
  6620. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6621. else if( !pc_iswug(sd) )
  6622. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6623. else
  6624. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6625. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6626. }
  6627. break;
  6628. case RA_WUGRIDER:
  6629. if( sd ) {
  6630. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  6631. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6632. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  6633. } else if( pc_isridingwug(sd) ) {
  6634. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  6635. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6636. } else if( sd ) {
  6637. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6638. }
  6639. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6640. }
  6641. break;
  6642. case RA_WUGDASH:
  6643. if( tsce ) {
  6644. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  6645. map_freeblock_unlock();
  6646. return 0;
  6647. }
  6648. if( sd && pc_isridingwug(sd) ) {
  6649. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  6650. clif_walkok(sd);
  6651. }
  6652. break;
  6653. case RA_SENSITIVEKEEN:
  6654. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6655. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6656. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  6657. break;
  6658. /**
  6659. * Mechanic
  6660. **/
  6661. case NC_F_SIDESLIDE:
  6662. case NC_B_SIDESLIDE:
  6663. {
  6664. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  6665. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  6666. clif_slide(src,src->x,src->y);
  6667. clif_fixpos(src); //Aegis sent this packet
  6668. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6669. }
  6670. break;
  6671. case NC_SELFDESTRUCTION:
  6672. if( sd ) {
  6673. if( sd->sc.option&OPTION_MADOGEAR )
  6674. pc_setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
  6675. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6676. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  6677. }
  6678. break;
  6679. case NC_ANALYZE:
  6680. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6681. clif_skill_nodamage(src, bl, skillid, skilllv,
  6682. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  6683. if( sd ) pc_overheat(sd,1);
  6684. break;
  6685. case NC_MAGNETICFIELD:
  6686. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  6687. {
  6688. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  6689. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  6690. pc_overheat(sd,1);
  6691. }
  6692. clif_skill_nodamage(src,src,skillid,skilllv,i);
  6693. break;
  6694. case NC_REPAIR:
  6695. if( sd )
  6696. {
  6697. int heal;
  6698. if( dstsd && (dstsd->sc.option&OPTION_MADOGEAR) )
  6699. {
  6700. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  6701. status_heal(bl,heal,0,2);
  6702. } else {
  6703. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  6704. status_heal(src,heal,0,2);
  6705. }
  6706. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6707. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  6708. }
  6709. break;
  6710. case NC_DISJOINT:
  6711. {
  6712. if( bl->type != BL_MOB ) break;
  6713. md = map_id2md(bl->id);
  6714. if( md && md->class_ >= 2042 && md->class_ <= 2046 )
  6715. status_kill(bl);
  6716. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6717. }
  6718. break;
  6719. /**
  6720. * Royal Guard
  6721. **/
  6722. case LG_TRAMPLE:
  6723. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6724. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
  6725. break;
  6726. case LG_REFLECTDAMAGE:
  6727. if( tsc && tsc->data[type] )
  6728. status_change_end(bl,type,-1);
  6729. else
  6730. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6731. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6732. break;
  6733. case LG_SHIELDSPELL:
  6734. if( flag&1 ) {
  6735. int duration = /*(sd) ? sd->shieldmdef * 2000 :*/ 10000;
  6736. sc_start(bl,SC_SILENCE,100,skilllv,duration);
  6737. } else if( sd ) {
  6738. int opt = skilllv;
  6739. int rate = rand()%100;
  6740. int val, brate;
  6741. switch( skilllv ) {
  6742. case 1:
  6743. {
  6744. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  6745. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  6746. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6747. break;
  6748. }
  6749. brate = shield_data->def * 10;
  6750. if( rate < 50 )
  6751. opt = 1;
  6752. else if( rate < 75 )
  6753. opt = 2;
  6754. else
  6755. opt = 3;
  6756. switch( opt ) {
  6757. case 1:
  6758. sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  6759. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6760. if( rate < brate )
  6761. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6762. status_change_end(bl,SC_SHIELDSPELL_DEF,-1);
  6763. break;
  6764. case 2:
  6765. val = 10 * shield_data->def; // % Reflected damage.
  6766. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 30000);
  6767. break;
  6768. case 3:
  6769. val = 20 * shield_data->def; // Attack increase.
  6770. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 30000);
  6771. break;
  6772. }
  6773. }
  6774. break;
  6775. case 2:
  6776. brate = sd->shieldmdef * 20;
  6777. if( rate < 30 )
  6778. opt = 1;
  6779. else if( rate < 60 )
  6780. opt = 2;
  6781. else
  6782. opt = 3;
  6783. switch( opt ) {
  6784. case 1:
  6785. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  6786. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6787. if( rate < brate )
  6788. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  6789. status_change_end(bl,SC_SHIELDSPELL_MDEF,-1);
  6790. break;
  6791. case 2:
  6792. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  6793. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6794. if( rate < brate )
  6795. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  6796. break;
  6797. case 3:
  6798. if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->shieldmdef * 30000) )
  6799. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
  6800. sc_start(bl,SC_MAGNIFICAT,100,1,sd->shieldmdef * 30000));
  6801. break;
  6802. }
  6803. break;
  6804. case 3:
  6805. {
  6806. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  6807. if( !it ) { // No shield?
  6808. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6809. break;
  6810. }
  6811. brate = it->refine * 5;
  6812. if( rate < 25 )
  6813. opt = 1;
  6814. else if( rate < 50 )
  6815. opt = 2;
  6816. else
  6817. opt = 3;
  6818. switch( opt ) {
  6819. case 1:
  6820. val = 105 * it->refine / 10;
  6821. sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
  6822. break;
  6823. case 2: case 3:
  6824. if( rate < brate )
  6825. {
  6826. val = sstatus->max_hp * (11 + it->refine) / 100;
  6827. status_heal(bl, val, 0, 3);
  6828. }
  6829. break;
  6830. /*case 3:
  6831. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  6832. break;*/
  6833. }
  6834. }
  6835. break;
  6836. }
  6837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6838. }
  6839. break;
  6840. case LG_PIETY:
  6841. if( flag&1 )
  6842. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6843. else {
  6844. skill_area_temp[2] = 0;
  6845. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  6846. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6847. }
  6848. break;
  6849. case LG_INSPIRATION:
  6850. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  6851. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 1000); //.1% penalty.
  6852. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 1000);
  6853. clif_updatestatus(sd,SP_BASEEXP);
  6854. clif_updatestatus(sd,SP_JOBEXP);
  6855. }
  6856. clif_skill_nodamage(bl,src,skillid,skilllv,
  6857. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6858. break;
  6859. case RETURN_TO_ELDICASTES:
  6860. case ALL_GUARDIAN_RECALL:
  6861. if( sd )
  6862. {
  6863. short x, y; // Destiny position.
  6864. unsigned short mapindex;
  6865. if( skillid == RETURN_TO_ELDICASTES)
  6866. {
  6867. x = 198;
  6868. y = 187;
  6869. mapindex = mapindex_name2id(MAP_DICASTES);
  6870. }
  6871. else
  6872. {
  6873. x = 44;
  6874. y = 151;
  6875. mapindex = mapindex_name2id(MAP_MORA);
  6876. }
  6877. if(!mapindex)
  6878. { //Given map not found?
  6879. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6880. return 0;
  6881. }
  6882. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  6883. }
  6884. break;
  6885. default:
  6886. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  6887. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6888. map_freeblock_unlock();
  6889. return 1;
  6890. }
  6891. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  6892. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  6893. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  6894. }
  6895. if( sd && !(flag&1) )
  6896. {// ensure that the skill last-cast tick is recorded
  6897. sd->canskill_tick = gettick();
  6898. if( sd->state.arrow_atk )
  6899. {// consume arrow on last invocation to this skill.
  6900. battle_consume_ammo(sd, skillid, skilllv);
  6901. }
  6902. // perform auto-cast routines and skill requirement consumption
  6903. skill_onskillusage(sd, bl, skillid, tick);
  6904. skill_consume_requirement(sd,skillid,skilllv,2);
  6905. }
  6906. map_freeblock_unlock();
  6907. return 0;
  6908. }
  6909. /*==========================================
  6910. *
  6911. *------------------------------------------*/
  6912. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  6913. {
  6914. struct block_list *target, *src;
  6915. struct map_session_data *sd;
  6916. struct mob_data *md;
  6917. struct unit_data *ud;
  6918. struct status_change *sc = NULL;
  6919. int inf,inf2,flag = 0;
  6920. src = map_id2bl(id);
  6921. if( src == NULL )
  6922. {
  6923. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  6924. return 0;// not found
  6925. }
  6926. ud = unit_bl2ud(src);
  6927. if( ud == NULL )
  6928. {
  6929. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  6930. return 0;// ???
  6931. }
  6932. sd = BL_CAST(BL_PC, src);
  6933. md = BL_CAST(BL_MOB, src);
  6934. if( src->prev == NULL ) {
  6935. ud->skilltimer = INVALID_TIMER;
  6936. return 0;
  6937. }
  6938. if(ud->skillid != SA_CASTCANCEL )
  6939. {// otherwise handled in unit_skillcastcancel()
  6940. if( ud->skilltimer != tid ) {
  6941. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  6942. ud->skilltimer = INVALID_TIMER;
  6943. return 0;
  6944. }
  6945. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
  6946. {// restore original walk speed
  6947. ud->skilltimer = INVALID_TIMER;
  6948. status_calc_bl(&sd->bl, SCB_SPEED);
  6949. }
  6950. ud->skilltimer = INVALID_TIMER;
  6951. }
  6952. if (ud->skilltarget == id)
  6953. target = src;
  6954. else
  6955. target = map_id2bl(ud->skilltarget);
  6956. // Use a do so that you can break out of it when the skill fails.
  6957. do {
  6958. if(!target || target->prev==NULL) break;
  6959. if(src->m != target->m || status_isdead(src)) break;
  6960. switch (ud->skillid) {
  6961. //These should become skill_castend_pos
  6962. case WE_CALLPARTNER:
  6963. if(sd) clif_callpartner(sd);
  6964. case WE_CALLPARENT:
  6965. case WE_CALLBABY:
  6966. case AM_RESURRECTHOMUN:
  6967. case PF_SPIDERWEB:
  6968. //Find a random spot to place the skill. [Skotlex]
  6969. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  6970. ud->skillx = target->x + inf2;
  6971. ud->skilly = target->y + inf2;
  6972. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  6973. ud->skillx = target->x;
  6974. ud->skilly = target->y;
  6975. }
  6976. ud->skilltimer=tid;
  6977. return skill_castend_pos(tid,tick,id,data);
  6978. }
  6979. if(ud->skillid == RG_BACKSTAP) {
  6980. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  6981. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  6982. break;
  6983. }
  6984. }
  6985. if( ud->skillid == PR_TURNUNDEAD )
  6986. {
  6987. struct status_data *tstatus = status_get_status_data(target);
  6988. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6989. break;
  6990. }
  6991. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  6992. {
  6993. sc = status_get_sc(target);
  6994. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  6995. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  6996. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  6997. break;
  6998. }
  6999. }
  7000. else
  7001. { // Check target validity.
  7002. inf = skill_get_inf(ud->skillid);
  7003. inf2 = skill_get_inf2(ud->skillid);
  7004. if(inf&INF_ATTACK_SKILL ||
  7005. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  7006. inf = BCT_ENEMY; //Offensive skill.
  7007. else if(inf2&INF2_NO_ENEMY)
  7008. inf = BCT_NOENEMY;
  7009. else
  7010. inf = 0;
  7011. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  7012. {
  7013. inf |=
  7014. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  7015. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  7016. //Remove neutral targets (but allow enemy if skill is designed to be so)
  7017. inf &= ~BCT_NEUTRAL;
  7018. }
  7019. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  7020. {
  7021. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  7022. break;
  7023. }
  7024. else
  7025. if (inf && battle_check_target(src, target, inf) <= 0)
  7026. break;
  7027. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  7028. sc->data[SC_FOGWALL] &&
  7029. rand()%100 < 75)
  7030. { //Fogwall makes all offensive-type targetted skills fail at 75%
  7031. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  7032. break;
  7033. }
  7034. }
  7035. //Avoid doing double checks for instant-cast skills.
  7036. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  7037. break;
  7038. if(md) {
  7039. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  7040. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  7041. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  7042. }
  7043. if(src != target && battle_config.skill_add_range &&
  7044. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  7045. {
  7046. if (sd) {
  7047. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  7048. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  7049. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  7050. }
  7051. break;
  7052. }
  7053. if( sd )
  7054. {
  7055. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  7056. break;
  7057. else
  7058. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  7059. }
  7060. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  7061. break;
  7062. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  7063. {
  7064. ud->state.running = 0;
  7065. status_change_end(src, SC_RUN, -1);
  7066. flag = 1;
  7067. }
  7068. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  7069. unit_stop_walking(src,1);
  7070. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  7071. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  7072. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 )
  7073. skill_blockpc_start(sd, ud->skillid, skill_get_cooldown(ud->skillid, ud->skilllv));
  7074. if( battle_config.display_status_timers && sd )
  7075. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  7076. if( sd )
  7077. {
  7078. switch( ud->skillid )
  7079. {
  7080. case GS_DESPERADO:
  7081. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  7082. break;
  7083. case CR_GRANDCROSS:
  7084. case NPC_GRANDDARKNESS:
  7085. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  7086. {
  7087. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  7088. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  7089. break;
  7090. }
  7091. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  7092. break;
  7093. }
  7094. }
  7095. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  7096. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  7097. if(battle_config.skill_log && battle_config.skill_log&src->type)
  7098. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  7099. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  7100. map_freeblock_lock();
  7101. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  7102. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  7103. else
  7104. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  7105. sc = status_get_sc(src);
  7106. if(sc && sc->count) {
  7107. if(sc->data[SC_MAGICPOWER] &&
  7108. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX)
  7109. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  7110. if(sc->data[SC_SPIRIT] &&
  7111. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  7112. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  7113. ud->skillid != WZ_WATERBALL)
  7114. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  7115. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  7116. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  7117. }
  7118. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  7119. sd->skillitem = sd->skillitemlv = 0;
  7120. if (ud->skilltimer == INVALID_TIMER) {
  7121. if(md) md->skillidx = -1;
  7122. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  7123. ud->skilllv = ud->skilltarget = 0;
  7124. }
  7125. map_freeblock_unlock();
  7126. return 1;
  7127. } while(0);
  7128. //Skill failed.
  7129. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  7130. { //When Asura fails... (except when it fails from Fog of Wall)
  7131. //Consume SP/spheres
  7132. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  7133. status_set_sp(src, 0, 0);
  7134. sc = &sd->sc;
  7135. if (sc->count)
  7136. { //End states
  7137. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  7138. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  7139. }
  7140. if (target && target->m == src->m)
  7141. { //Move character to target anyway.
  7142. int dx,dy;
  7143. dx = target->x - src->x;
  7144. dy = target->y - src->y;
  7145. if(dx > 0) dx++;
  7146. else if(dx < 0) dx--;
  7147. if (dy > 0) dy++;
  7148. else if(dy < 0) dy--;
  7149. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  7150. { //Display movement + animation.
  7151. clif_slide(src,src->x,src->y);
  7152. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  7153. }
  7154. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  7155. }
  7156. }
  7157. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  7158. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  7159. ud->canact_tick = tick;
  7160. //You can't place a skill failed packet here because it would be
  7161. //sent in ALL cases, even cases where skill_check_condition fails
  7162. //which would lead to double 'skill failed' messages u.u [Skotlex]
  7163. if(sd)
  7164. sd->skillitem = sd->skillitemlv = 0;
  7165. else if(md)
  7166. md->skillidx = -1;
  7167. return 0;
  7168. }
  7169. /*==========================================
  7170. *
  7171. *------------------------------------------*/
  7172. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  7173. {
  7174. struct block_list* src = map_id2bl(id);
  7175. int maxcount;
  7176. struct map_session_data *sd;
  7177. struct unit_data *ud = unit_bl2ud(src);
  7178. struct mob_data *md;
  7179. nullpo_ret(ud);
  7180. sd = BL_CAST(BL_PC , src);
  7181. md = BL_CAST(BL_MOB, src);
  7182. if( src->prev == NULL ) {
  7183. ud->skilltimer = INVALID_TIMER;
  7184. return 0;
  7185. }
  7186. if( ud->skilltimer != tid )
  7187. {
  7188. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  7189. ud->skilltimer = INVALID_TIMER;
  7190. return 0;
  7191. }
  7192. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
  7193. {// restore original walk speed
  7194. ud->skilltimer = INVALID_TIMER;
  7195. status_calc_bl(&sd->bl, SCB_SPEED);
  7196. }
  7197. ud->skilltimer = INVALID_TIMER;
  7198. do {
  7199. if( status_isdead(src) )
  7200. break;
  7201. if( !(src->type&battle_config.skill_reiteration) &&
  7202. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  7203. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  7204. )
  7205. {
  7206. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  7207. break;
  7208. }
  7209. if( src->type&battle_config.skill_nofootset &&
  7210. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  7211. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  7212. )
  7213. {
  7214. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  7215. break;
  7216. }
  7217. if( src->type&battle_config.land_skill_limit &&
  7218. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  7219. ) {
  7220. int i;
  7221. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  7222. if(ud->skillunit[i]->skill_id == ud->skillid)
  7223. maxcount--;
  7224. }
  7225. if( maxcount == 0 )
  7226. {
  7227. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  7228. break;
  7229. }
  7230. }
  7231. if(tid != INVALID_TIMER)
  7232. { //Avoid double checks on instant cast skills. [Skotlex]
  7233. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  7234. break;
  7235. if(battle_config.skill_add_range &&
  7236. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  7237. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  7238. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  7239. break;
  7240. }
  7241. }
  7242. if( sd )
  7243. {
  7244. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  7245. break;
  7246. else
  7247. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  7248. }
  7249. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  7250. break;
  7251. if(md) {
  7252. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  7253. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  7254. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  7255. }
  7256. if(battle_config.skill_log && battle_config.skill_log&src->type)
  7257. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  7258. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  7259. if (ud->walktimer != INVALID_TIMER)
  7260. unit_stop_walking(src,1);
  7261. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  7262. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  7263. if( battle_config.display_status_timers && sd )
  7264. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  7265. // if( sd )
  7266. // {
  7267. // switch( ud->skillid )
  7268. // {
  7269. // case ????:
  7270. // sd->canequip_tick = tick + ????;
  7271. // break;
  7272. // }
  7273. // }
  7274. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  7275. map_freeblock_lock();
  7276. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  7277. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  7278. sd->skillitem = sd->skillitemlv = 0;
  7279. if (ud->skilltimer == INVALID_TIMER) {
  7280. if (md) md->skillidx = -1;
  7281. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  7282. ud->skilllv = ud->skillx = ud->skilly = 0;
  7283. }
  7284. map_freeblock_unlock();
  7285. return 1;
  7286. } while(0);
  7287. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  7288. ud->canact_tick = tick;
  7289. ud->skillid = ud->skilllv = 0;
  7290. if(sd)
  7291. sd->skillitem = sd->skillitemlv = 0;
  7292. else if(md)
  7293. md->skillidx = -1;
  7294. return 0;
  7295. }
  7296. /*==========================================
  7297. *
  7298. *------------------------------------------*/
  7299. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  7300. {
  7301. struct map_session_data* sd;
  7302. struct status_change* sc;
  7303. struct status_change_entry *sce;
  7304. struct skill_unit_group* sg;
  7305. enum sc_type type;
  7306. int i;
  7307. //if(skilllv <= 0) return 0;
  7308. if(skillid > 0 && skilllv <= 0) return 0; // celest
  7309. nullpo_ret(src);
  7310. if(status_isdead(src))
  7311. return 0;
  7312. sd = BL_CAST(BL_PC, src);
  7313. sc = status_get_sc(src);
  7314. type = status_skill2sc(skillid);
  7315. sce = (sc && type != -1)?sc->data[type]:NULL;
  7316. switch (skillid) { //Skill effect.
  7317. case WZ_METEOR:
  7318. case MO_BODYRELOCATION:
  7319. case CR_CULTIVATION:
  7320. case HW_GANBANTEIN:
  7321. case LG_EARTHDRIVE:
  7322. break; //Effect is displayed on respective switch case.
  7323. default:
  7324. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  7325. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7326. else
  7327. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7328. }
  7329. switch(skillid)
  7330. {
  7331. case PR_BENEDICTIO:
  7332. skill_area_temp[1] = src->id;
  7333. i = skill_get_splash(skillid, skilllv);
  7334. map_foreachinarea(skill_area_sub,
  7335. src->m, x-i, y-i, x+i, y+i, BL_PC,
  7336. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  7337. skill_castend_nodamage_id);
  7338. map_foreachinarea(skill_area_sub,
  7339. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  7340. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  7341. skill_castend_damage_id);
  7342. break;
  7343. case BS_HAMMERFALL:
  7344. i = skill_get_splash(skillid, skilllv);
  7345. map_foreachinarea (skill_area_sub,
  7346. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  7347. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  7348. skill_castend_nodamage_id);
  7349. break;
  7350. case HT_DETECTING:
  7351. i = skill_get_splash(skillid, skilllv);
  7352. map_foreachinarea( status_change_timer_sub,
  7353. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  7354. src,NULL,SC_SIGHT,tick);
  7355. if(battle_config.traps_setting&1)
  7356. map_foreachinarea( skill_reveal_trap,
  7357. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  7358. break;
  7359. case SA_VOLCANO:
  7360. case SA_DELUGE:
  7361. case SA_VIOLENTGALE:
  7362. { //Does not consumes if the skill is already active. [Skotlex]
  7363. struct skill_unit_group *sg;
  7364. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  7365. {
  7366. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7367. {
  7368. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7369. return 0; // not to consume items
  7370. }
  7371. else
  7372. sg->limit = 0; //Disable it.
  7373. }
  7374. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7375. break;
  7376. }
  7377. case MG_SAFETYWALL:
  7378. case MG_FIREWALL:
  7379. case MG_THUNDERSTORM:
  7380. case AL_PNEUMA:
  7381. case WZ_ICEWALL:
  7382. case WZ_FIREPILLAR:
  7383. case WZ_QUAGMIRE:
  7384. case WZ_VERMILION:
  7385. case WZ_STORMGUST:
  7386. case WZ_HEAVENDRIVE:
  7387. case PR_SANCTUARY:
  7388. case PR_MAGNUS:
  7389. case CR_GRANDCROSS:
  7390. case NPC_GRANDDARKNESS:
  7391. case HT_SKIDTRAP:
  7392. case MA_SKIDTRAP:
  7393. case HT_LANDMINE:
  7394. case MA_LANDMINE:
  7395. case HT_ANKLESNARE:
  7396. case HT_SHOCKWAVE:
  7397. case HT_SANDMAN:
  7398. case MA_SANDMAN:
  7399. case HT_FLASHER:
  7400. case HT_FREEZINGTRAP:
  7401. case MA_FREEZINGTRAP:
  7402. case HT_BLASTMINE:
  7403. case HT_CLAYMORETRAP:
  7404. case AS_VENOMDUST:
  7405. case AM_DEMONSTRATION:
  7406. case PF_FOGWALL:
  7407. case PF_SPIDERWEB:
  7408. case HT_TALKIEBOX:
  7409. case WE_CALLPARTNER:
  7410. case WE_CALLPARENT:
  7411. case WE_CALLBABY:
  7412. case AC_SHOWER: //Ground-placed skill implementation.
  7413. case MA_SHOWER:
  7414. case SA_LANDPROTECTOR:
  7415. case BD_LULLABY:
  7416. case BD_RICHMANKIM:
  7417. case BD_ETERNALCHAOS:
  7418. case BD_DRUMBATTLEFIELD:
  7419. case BD_RINGNIBELUNGEN:
  7420. case BD_ROKISWEIL:
  7421. case BD_INTOABYSS:
  7422. case BD_SIEGFRIED:
  7423. case BA_DISSONANCE:
  7424. case BA_POEMBRAGI:
  7425. case BA_WHISTLE:
  7426. case BA_ASSASSINCROSS:
  7427. case BA_APPLEIDUN:
  7428. case DC_UGLYDANCE:
  7429. case DC_HUMMING:
  7430. case DC_DONTFORGETME:
  7431. case DC_FORTUNEKISS:
  7432. case DC_SERVICEFORYOU:
  7433. case CG_MOONLIT:
  7434. case GS_DESPERADO:
  7435. case NJ_KAENSIN:
  7436. case NJ_BAKUENRYU:
  7437. case NJ_SUITON:
  7438. case NJ_HYOUSYOURAKU:
  7439. case NJ_RAIGEKISAI:
  7440. case NJ_KAMAITACHI:
  7441. case NPC_EVILLAND:
  7442. /**
  7443. * Ranger
  7444. **/
  7445. case RA_ELECTRICSHOCKER:
  7446. case RA_CLUSTERBOMB:
  7447. case RA_MAGENTATRAP:
  7448. case RA_COBALTTRAP:
  7449. case RA_MAIZETRAP:
  7450. case RA_VERDURETRAP:
  7451. case RA_FIRINGTRAP:
  7452. case RA_ICEBOUNDTRAP:
  7453. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  7454. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  7455. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7456. break;
  7457. case RG_GRAFFITI: /* Graffiti [Valaris] */
  7458. skill_clear_unitgroup(src);
  7459. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7460. flag|=1;
  7461. break;
  7462. case HP_BASILICA:
  7463. if( sc->data[SC_BASILICA] )
  7464. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  7465. else
  7466. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  7467. skill_clear_unitgroup(src);
  7468. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  7469. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  7470. flag|=1;
  7471. }
  7472. break;
  7473. case CG_HERMODE:
  7474. skill_clear_unitgroup(src);
  7475. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7476. sc_start4(src,SC_DANCING,100,
  7477. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7478. flag|=1;
  7479. break;
  7480. case RG_CLEANER: // [Valaris]
  7481. i = skill_get_splash(skillid, skilllv);
  7482. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  7483. break;
  7484. case WZ_METEOR:
  7485. {
  7486. int flag = 0, area = skill_get_splash(skillid, skilllv);
  7487. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  7488. if( sc && sc->data[SC_MAGICPOWER] )
  7489. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  7490. for( i = 0; i < 2 + (skilllv>>1); i++ )
  7491. {
  7492. // Creates a random Cell in the Splash Area
  7493. tmpx = x - area + rand()%(area * 2 + 1);
  7494. tmpy = y - area + rand()%(area * 2 + 1);
  7495. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  7496. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  7497. if( i > 0 )
  7498. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  7499. x1 = tmpx;
  7500. y1 = tmpy;
  7501. }
  7502. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  7503. }
  7504. break;
  7505. case AL_WARP:
  7506. if(sd)
  7507. {
  7508. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  7509. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  7510. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  7511. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  7512. );
  7513. }
  7514. return 0; // not to consume item.
  7515. case MO_BODYRELOCATION:
  7516. if (unit_movepos(src, x, y, 1, 1)) {
  7517. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  7518. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  7519. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  7520. }
  7521. break;
  7522. case NJ_SHADOWJUMP:
  7523. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  7524. { //You don't move on GVG grounds.
  7525. unit_movepos(src, x, y, 1, 0);
  7526. clif_slide(src,x,y);
  7527. }
  7528. status_change_end(src, SC_HIDING, INVALID_TIMER);
  7529. break;
  7530. case AM_SPHEREMINE:
  7531. case AM_CANNIBALIZE:
  7532. {
  7533. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7534. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7535. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  7536. struct mob_data *md;
  7537. // Correct info, don't change any of this! [celest]
  7538. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  7539. if (md) {
  7540. md->master_id = src->id;
  7541. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  7542. if( md->deletetimer != INVALID_TIMER )
  7543. delete_timer(md->deletetimer, mob_timer_delete);
  7544. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  7545. mob_spawn (md); //Now it is ready for spawning.
  7546. }
  7547. }
  7548. break;
  7549. // Slim Pitcher [Celest]
  7550. case CR_SLIMPITCHER:
  7551. if (sd) {
  7552. int i = skilllv%11 - 1;
  7553. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  7554. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  7555. {
  7556. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7557. return 1;
  7558. }
  7559. potion_flag = 1;
  7560. potion_hp = 0;
  7561. potion_sp = 0;
  7562. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7563. potion_flag = 0;
  7564. //Apply skill bonuses
  7565. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  7566. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  7567. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  7568. + pc_skillheal_bonus(sd, skillid);
  7569. potion_hp = potion_hp * (100+i)/100;
  7570. potion_sp = potion_sp * (100+i)/100;
  7571. if(potion_hp > 0 || potion_sp > 0) {
  7572. i = skill_get_splash(skillid, skilllv);
  7573. map_foreachinarea(skill_area_sub,
  7574. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7575. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7576. skill_castend_nodamage_id);
  7577. }
  7578. } else {
  7579. int i = skilllv%11 - 1;
  7580. struct item_data *item;
  7581. i = skill_db[skillid].itemid[i];
  7582. item = itemdb_search(i);
  7583. potion_flag = 1;
  7584. potion_hp = 0;
  7585. potion_sp = 0;
  7586. run_script(item->script,0,src->id,0);
  7587. potion_flag = 0;
  7588. i = skill_get_max(CR_SLIMPITCHER)*10;
  7589. potion_hp = potion_hp * (100+i)/100;
  7590. potion_sp = potion_sp * (100+i)/100;
  7591. if(potion_hp > 0 || potion_sp > 0) {
  7592. i = skill_get_splash(skillid, skilllv);
  7593. map_foreachinarea(skill_area_sub,
  7594. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7595. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7596. skill_castend_nodamage_id);
  7597. }
  7598. }
  7599. break;
  7600. case HW_GANBANTEIN:
  7601. if (rand()%100 < 80) {
  7602. int dummy = 1;
  7603. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7604. i = skill_get_splash(skillid, skilllv);
  7605. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  7606. } else {
  7607. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7608. return 1;
  7609. }
  7610. break;
  7611. case HW_GRAVITATION:
  7612. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7613. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  7614. flag|=1;
  7615. break;
  7616. // Plant Cultivation [Celest]
  7617. case CR_CULTIVATION:
  7618. if (sd) {
  7619. int i;
  7620. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  7621. {
  7622. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7623. return 1;
  7624. }
  7625. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7626. if (rand()%100 < 50) {
  7627. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7628. } else {
  7629. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  7630. if (!md) break;
  7631. if ((i = skill_get_time(skillid, skilllv)) > 0)
  7632. {
  7633. if( md->deletetimer != INVALID_TIMER )
  7634. delete_timer(md->deletetimer, mob_timer_delete);
  7635. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  7636. }
  7637. mob_spawn (md);
  7638. }
  7639. }
  7640. break;
  7641. case SG_SUN_WARM:
  7642. case SG_MOON_WARM:
  7643. case SG_STAR_WARM:
  7644. skill_clear_unitgroup(src);
  7645. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  7646. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  7647. flag|=1;
  7648. break;
  7649. case PA_GOSPEL:
  7650. if (sce && sce->val4 == BCT_SELF)
  7651. {
  7652. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  7653. return 0;
  7654. }
  7655. else
  7656. {
  7657. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  7658. if (!sg) break;
  7659. if (sce)
  7660. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  7661. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  7662. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  7663. }
  7664. break;
  7665. case NJ_TATAMIGAESHI:
  7666. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  7667. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  7668. break;
  7669. case AM_RESURRECTHOMUN: //[orn]
  7670. if (sd)
  7671. {
  7672. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  7673. {
  7674. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7675. break;
  7676. }
  7677. }
  7678. break;
  7679. /**
  7680. * Mechanic
  7681. **/
  7682. case NC_COLDSLOWER:
  7683. case NC_ARMSCANNON:
  7684. /**
  7685. * Rune Knight
  7686. **/
  7687. case RK_DRAGONBREATH:
  7688. case RK_WINDCUTTER:
  7689. i = skill_get_splash(skillid,skilllv);
  7690. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7691. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7692. break;
  7693. /**
  7694. * Guilotine Cross
  7695. **/
  7696. case GC_POISONSMOKE:
  7697. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  7698. if( sd )
  7699. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  7700. return 0;
  7701. }
  7702. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7703. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  7704. status_change_end(src,SC_POISONINGWEAPON,-1);
  7705. break;
  7706. /**
  7707. * Arch Bishop
  7708. **/
  7709. case AB_EPICLESIS:
  7710. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  7711. i = sg->unit->range;
  7712. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  7713. }
  7714. break;
  7715. /**
  7716. * Warlock
  7717. **/
  7718. case WL_COMET:
  7719. if( sc ) {
  7720. sc->comet_x = x;
  7721. sc->comet_y = y;
  7722. }
  7723. i = skill_get_splash(skillid,skilllv);
  7724. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7725. break;
  7726. case WL_EARTHSTRAIN:
  7727. {
  7728. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  7729. int sx = x, sy = y;
  7730. if( sc && sc->data[SC_MAGICPOWER] )
  7731. flag = flag|2; //Store the magic power flag
  7732. for( i = 0; i < wave; i++ )
  7733. {
  7734. switch( dir )
  7735. {
  7736. case 0: case 1: case 7: sy = src->y + i; break;
  7737. case 3: case 4: case 5: sy = src->y - i; break;
  7738. case 2: sx = src->x - i; break;
  7739. case 6: sx = src->x + i; break;
  7740. }
  7741. skill_addtimerskill(src,gettick() + (200 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Temp code until animation is replaced. [Rytech]
  7742. //skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Official steping timer, but disabled due to too much noise.
  7743. }
  7744. }
  7745. break;
  7746. /**
  7747. * Ranger
  7748. **/
  7749. case RA_DETONATOR:
  7750. i = skill_get_splash(skillid, skilllv);
  7751. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  7752. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7753. break;
  7754. /**
  7755. * Mechanic
  7756. **/
  7757. case NC_NEUTRALBARRIER:
  7758. case NC_STEALTHFIELD:
  7759. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  7760. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL )
  7761. {
  7762. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7763. if( sd ) pc_overheat(sd,1);
  7764. }
  7765. break;
  7766. case NC_SILVERSNIPER:
  7767. {
  7768. int class_ = 2042;
  7769. struct mob_data *md;
  7770. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "");
  7771. if( md )
  7772. {
  7773. md->master_id = src->id;
  7774. md->special_state.ai = 3;
  7775. if( md->deletetimer != INVALID_TIMER )
  7776. delete_timer(md->deletetimer, mob_timer_delete);
  7777. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  7778. mob_spawn( md );
  7779. }
  7780. }
  7781. break;
  7782. case NC_MAGICDECOY:
  7783. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  7784. break;
  7785. /**
  7786. * Royal Guard
  7787. **/
  7788. case LG_OVERBRAND:
  7789. {
  7790. int width;//according to data from irowiki it actually is a square
  7791. for( width = 0; width < 7; width++ )
  7792. for( i = 0; i < 7; i++ )
  7793. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  7794. for( width = 0; width < 7; width++ )
  7795. for( i = 0; i < 7; i++ )
  7796. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  7797. }
  7798. break;
  7799. case LG_BANDING:
  7800. if( sc && sc->data[SC_BANDING] )
  7801. status_change_end(src,SC_BANDING,-1);
  7802. else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  7803. sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  7804. if( sd ) pc_banding(sd,skilllv);
  7805. }
  7806. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7807. break;
  7808. case LG_RAYOFGENESIS:
  7809. if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
  7810. i = skill_get_splash(skillid,skilllv);
  7811. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7812. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7813. } else if( sd )
  7814. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  7815. break;
  7816. default:
  7817. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  7818. return 1;
  7819. }
  7820. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  7821. if( sd )
  7822. {// ensure that the skill last-cast tick is recorded
  7823. sd->canskill_tick = gettick();
  7824. if( sd->state.arrow_atk && !(flag&1) )
  7825. {// consume arrow if this is a ground skill
  7826. battle_consume_ammo(sd, skillid, skilllv);
  7827. }
  7828. // perform auto-cast routines and skill requirement consumption
  7829. skill_onskillusage(sd, NULL, skillid, tick);
  7830. skill_consume_requirement(sd,skillid,skilllv,2);
  7831. }
  7832. return 0;
  7833. }
  7834. /*==========================================
  7835. *
  7836. *------------------------------------------*/
  7837. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  7838. {
  7839. nullpo_ret(sd);
  7840. //Simplify skill_failed code.
  7841. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  7842. if(skill_num != sd->menuskill_id)
  7843. return 0;
  7844. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  7845. skill_failed(sd);
  7846. return 0;
  7847. }
  7848. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  7849. skill_failed(sd);
  7850. return 0;
  7851. }
  7852. if(sd->sc.count && (
  7853. sd->sc.data[SC_SILENCE] ||
  7854. sd->sc.data[SC_ROKISWEIL] ||
  7855. sd->sc.data[SC_AUTOCOUNTER] ||
  7856. sd->sc.data[SC_STEELBODY] ||
  7857. sd->sc.data[SC_DANCING] ||
  7858. sd->sc.data[SC_BERSERK] ||
  7859. sd->sc.data[SC_BASILICA] ||
  7860. sd->sc.data[SC_MARIONETTE] ||
  7861. /**
  7862. * Warlock
  7863. **/
  7864. sd->sc.data[SC_WHITEIMPRISON] ||
  7865. (sd->sc.data[SC_STASIS] && skill_stasis_check(&sd->bl, sd->sc.data[SC_STASIS]->val2, skill_num))
  7866. )) {
  7867. skill_failed(sd);
  7868. return 0;
  7869. }
  7870. pc_stop_attack(sd);
  7871. pc_stop_walking(sd,0);
  7872. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  7873. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  7874. if(strcmp(map,"cancel")==0) {
  7875. skill_failed(sd);
  7876. return 0;
  7877. }
  7878. switch(skill_num)
  7879. {
  7880. case AL_TELEPORT:
  7881. if(strcmp(map,"Random")==0)
  7882. pc_randomwarp(sd,CLR_TELEPORT);
  7883. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  7884. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7885. break;
  7886. case AL_WARP:
  7887. {
  7888. const struct point *p[4];
  7889. struct skill_unit_group *group;
  7890. int i, lv, wx, wy;
  7891. int maxcount=0;
  7892. int x,y;
  7893. unsigned short mapindex;
  7894. mapindex = mapindex_name2id((char*)map);
  7895. if(!mapindex) { //Given map not found?
  7896. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  7897. skill_failed(sd);
  7898. return 0;
  7899. }
  7900. p[0] = &sd->status.save_point;
  7901. p[1] = &sd->status.memo_point[0];
  7902. p[2] = &sd->status.memo_point[1];
  7903. p[3] = &sd->status.memo_point[2];
  7904. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  7905. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  7906. if(sd->ud.skillunit[i]->skill_id == skill_num)
  7907. maxcount--;
  7908. }
  7909. if(!maxcount) {
  7910. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  7911. skill_failed(sd);
  7912. return 0;
  7913. }
  7914. }
  7915. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  7916. wx = sd->menuskill_val>>16;
  7917. wy = sd->menuskill_val&0xffff;
  7918. if( lv <= 0 ) return 0;
  7919. if( lv > 4 ) lv = 4; // crash prevention
  7920. // check if the chosen map exists in the memo list
  7921. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  7922. if( i < lv ) {
  7923. x=p[i]->x;
  7924. y=p[i]->y;
  7925. } else {
  7926. skill_failed(sd);
  7927. return 0;
  7928. }
  7929. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  7930. { // This checks versus skillid/skilllv...
  7931. skill_failed(sd);
  7932. return 0;
  7933. }
  7934. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  7935. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  7936. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  7937. skill_failed(sd);
  7938. return 0;
  7939. }
  7940. // record the destination coordinates
  7941. group->val2 = (x<<16)|y;
  7942. group->val3 = mapindex;
  7943. }
  7944. break;
  7945. }
  7946. sd->menuskill_id = sd->menuskill_val = 0;
  7947. return 0;
  7948. #undef skill_failed
  7949. }
  7950. /// transforms 'target' skill unit into dissonance (if conditions are met)
  7951. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  7952. {
  7953. struct skill_unit* target = (struct skill_unit*)bl;
  7954. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  7955. int flag = va_arg(ap, int);
  7956. if (src == target)
  7957. return 0;
  7958. if (!target->group || !(target->group->state.song_dance&0x1))
  7959. return 0;
  7960. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  7961. return 0;
  7962. if (flag) //Set dissonance
  7963. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  7964. else //Remove dissonance
  7965. target->val2 &= ~UF_ENSEMBLE;
  7966. clif_skill_setunit(target); //Update look of affected cell.
  7967. return 1;
  7968. }
  7969. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  7970. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  7971. //When 1, this unit has been positioned, so start the cancel effect.
  7972. int skill_dance_overlap(struct skill_unit* unit, int flag)
  7973. {
  7974. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  7975. return 0;
  7976. if (!flag && !(unit->val2&UF_ENSEMBLE))
  7977. return 0; //Nothing to remove, this unit is not overlapped.
  7978. if (unit->val1 != unit->group->skill_id)
  7979. { //Reset state
  7980. unit->val1 = unit->group->skill_id;
  7981. unit->val2 &= ~UF_ENSEMBLE;
  7982. }
  7983. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  7984. }
  7985. /*==========================================
  7986. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  7987. * Flag: 0 - Convert, 1 - Revert.
  7988. *------------------------------------------*/
  7989. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  7990. {
  7991. static int prevflag = 1; // by default the backup is empty
  7992. static struct skill_unit_group backup;
  7993. struct skill_unit_group* group = unit->group;
  7994. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  7995. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  7996. return false;
  7997. if( flag == prevflag )
  7998. {// protection against attempts to read an empty backup / write to a full backup
  7999. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  8000. flag ? "read an empty backup" : "write to a full backup",
  8001. group->skill_id, group->skill_lv, group->src_id);
  8002. return false;
  8003. }
  8004. prevflag = flag;
  8005. if( !flag )
  8006. { //Transform
  8007. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  8008. // backup
  8009. backup.skill_id = group->skill_id;
  8010. backup.skill_lv = group->skill_lv;
  8011. backup.unit_id = group->unit_id;
  8012. backup.target_flag = group->target_flag;
  8013. backup.bl_flag = group->bl_flag;
  8014. backup.interval = group->interval;
  8015. // replace
  8016. group->skill_id = skillid;
  8017. group->skill_lv = 1;
  8018. group->unit_id = skill_get_unit_id(skillid,0);
  8019. group->target_flag = skill_get_unit_target(skillid);
  8020. group->bl_flag = skill_get_unit_bl_target(skillid);
  8021. group->interval = skill_get_unit_interval(skillid);
  8022. }
  8023. else
  8024. { //Restore
  8025. group->skill_id = backup.skill_id;
  8026. group->skill_lv = backup.skill_lv;
  8027. group->unit_id = backup.unit_id;
  8028. group->target_flag = backup.target_flag;
  8029. group->bl_flag = backup.bl_flag;
  8030. group->interval = backup.interval;
  8031. }
  8032. return true;
  8033. }
  8034. /*==========================================
  8035. * Initializes and sets a ground skill.
  8036. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  8037. * flag&2 is used to determine if this skill was casted with Magic Power active.
  8038. *------------------------------------------*/
  8039. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  8040. {
  8041. struct skill_unit_group *group;
  8042. int i,limit,val1=0,val2=0,val3=0;
  8043. int target,interval,range,unit_flag;
  8044. struct s_skill_unit_layout *layout;
  8045. struct map_session_data *sd;
  8046. struct status_data *status;
  8047. struct status_change *sc;
  8048. int active_flag=1;
  8049. int subunt=0;
  8050. nullpo_retr(NULL, src);
  8051. limit = skill_get_time(skillid,skilllv);
  8052. range = skill_get_unit_range(skillid,skilllv);
  8053. interval = skill_get_unit_interval(skillid);
  8054. target = skill_get_unit_target(skillid);
  8055. unit_flag = skill_get_unit_flag(skillid);
  8056. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  8057. sd = BL_CAST(BL_PC, src);
  8058. status = status_get_status_data(src);
  8059. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  8060. switch( skillid )
  8061. {
  8062. case MG_SAFETYWALL:
  8063. val2=skilllv+1;
  8064. break;
  8065. case MG_FIREWALL:
  8066. if(sc && sc->data[SC_VIOLENTGALE])
  8067. limit = limit*3/2;
  8068. val2=4+skilllv;
  8069. break;
  8070. case AL_WARP:
  8071. val1=skilllv+6;
  8072. if(!(flag&1))
  8073. limit=2000;
  8074. else // previous implementation (not used anymore)
  8075. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  8076. if( src->type != BL_SKILL ) return NULL;
  8077. group = ((TBL_SKILL*)src)->group;
  8078. src = map_id2bl(group->src_id);
  8079. if( !src ) return NULL;
  8080. val2 = group->val2; //Copy the (x,y) position you warp to
  8081. val3 = group->val3; //as well as the mapindex to warp to.
  8082. }
  8083. break;
  8084. case HP_BASILICA:
  8085. val1 = src->id; // Store caster id.
  8086. break;
  8087. case PR_SANCTUARY:
  8088. case NPC_EVILLAND:
  8089. val1=(skilllv+3)*2;
  8090. break;
  8091. case WZ_FIREPILLAR:
  8092. if((flag&1)!=0)
  8093. limit=1000;
  8094. val1=skilllv+2;
  8095. break;
  8096. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  8097. case AM_DEMONSTRATION:
  8098. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  8099. && (src->type&battle_config.vs_traps_bctall))
  8100. target = BCT_ALL;
  8101. break;
  8102. case HT_SHOCKWAVE:
  8103. val1=skilllv*15+10;
  8104. case HT_SANDMAN:
  8105. case MA_SANDMAN:
  8106. case HT_CLAYMORETRAP:
  8107. case HT_SKIDTRAP:
  8108. case MA_SKIDTRAP:
  8109. case HT_LANDMINE:
  8110. case MA_LANDMINE:
  8111. case HT_ANKLESNARE:
  8112. case HT_FLASHER:
  8113. case HT_FREEZINGTRAP:
  8114. case MA_FREEZINGTRAP:
  8115. case HT_BLASTMINE:
  8116. /**
  8117. * Ranger
  8118. **/
  8119. case RA_ELECTRICSHOCKER:
  8120. case RA_CLUSTERBOMB:
  8121. case RA_MAGENTATRAP:
  8122. case RA_COBALTTRAP:
  8123. case RA_MAIZETRAP:
  8124. case RA_VERDURETRAP:
  8125. case RA_FIRINGTRAP:
  8126. case RA_ICEBOUNDTRAP:
  8127. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  8128. limit *= 4; // longer trap times in WOE [celest]
  8129. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  8130. target = BCT_ALL;
  8131. break;
  8132. case SA_LANDPROTECTOR:
  8133. case SA_VOLCANO:
  8134. case SA_DELUGE:
  8135. case SA_VIOLENTGALE:
  8136. {
  8137. struct skill_unit_group *old_sg;
  8138. if ((old_sg = skill_locate_element_field(src)) != NULL)
  8139. { //HelloKitty confirmed that these are interchangeable,
  8140. //so you can change element and not consume gemstones.
  8141. if ((
  8142. old_sg->skill_id == SA_VOLCANO ||
  8143. old_sg->skill_id == SA_DELUGE ||
  8144. old_sg->skill_id == SA_VIOLENTGALE
  8145. ) && old_sg->limit > 0)
  8146. { //Use the previous limit (minus the elapsed time) [Skotlex]
  8147. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  8148. if (limit < 0) //This can happen...
  8149. limit = skill_get_time(skillid,skilllv);
  8150. }
  8151. skill_clear_group(src,1);
  8152. }
  8153. break;
  8154. }
  8155. case BA_DISSONANCE:
  8156. case DC_UGLYDANCE:
  8157. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  8158. break;
  8159. case BA_WHISTLE:
  8160. val1 = skilllv +status->agi/10; // Flee increase
  8161. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  8162. if(sd){
  8163. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  8164. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  8165. }
  8166. break;
  8167. case DC_HUMMING:
  8168. val1 = 2*skilllv+status->dex/10; // Hit increase
  8169. if(sd)
  8170. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  8171. break;
  8172. case BA_POEMBRAGI:
  8173. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  8174. //For some reason at level 10 the base delay reduction is 50%.
  8175. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  8176. if(sd){
  8177. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  8178. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  8179. }
  8180. break;
  8181. case DC_DONTFORGETME:
  8182. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  8183. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  8184. if(sd){
  8185. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  8186. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  8187. }
  8188. break;
  8189. case BA_APPLEIDUN:
  8190. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  8191. if(sd)
  8192. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  8193. break;
  8194. case DC_SERVICEFORYOU:
  8195. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  8196. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  8197. if(sd){
  8198. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  8199. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  8200. }
  8201. break;
  8202. case BA_ASSASSINCROSS:
  8203. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  8204. if(sd)
  8205. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  8206. break;
  8207. case DC_FORTUNEKISS:
  8208. val1 = 10+skilllv+(status->luk/10); // Critical increase
  8209. if(sd)
  8210. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  8211. val1*=10; //Because every 10 crit is an actual cri point.
  8212. break;
  8213. case BD_DRUMBATTLEFIELD:
  8214. val1 = (skilllv+1)*25; //Watk increase
  8215. val2 = (skilllv+1)*2; //Def increase
  8216. break;
  8217. case BD_RINGNIBELUNGEN:
  8218. val1 = (skilllv+2)*25; //Watk increase
  8219. break;
  8220. case BD_RICHMANKIM:
  8221. val1 = 25 + 11*skilllv; //Exp increase bonus.
  8222. break;
  8223. case BD_SIEGFRIED:
  8224. val1 = 55 + skilllv*5; //Elemental Resistance
  8225. val2 = skilllv*10; //Status ailment resistance
  8226. break;
  8227. case WE_CALLPARTNER:
  8228. if (sd) val1 = sd->status.partner_id;
  8229. break;
  8230. case WE_CALLPARENT:
  8231. if (sd) {
  8232. val1 = sd->status.father;
  8233. val2 = sd->status.mother;
  8234. }
  8235. break;
  8236. case WE_CALLBABY:
  8237. if (sd) val1 = sd->status.child;
  8238. break;
  8239. case NJ_KAENSIN:
  8240. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  8241. val2 = (skilllv+1)/2 + 4;
  8242. break;
  8243. case NJ_SUITON:
  8244. skill_clear_group(src, 1);
  8245. break;
  8246. case GS_GROUNDDRIFT:
  8247. {
  8248. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  8249. val1 = status->rhw.ele;
  8250. if (!val1)
  8251. val1=element[rand()%5];
  8252. switch (val1)
  8253. {
  8254. case ELE_FIRE:
  8255. subunt++;
  8256. case ELE_WATER:
  8257. subunt++;
  8258. case ELE_POISON:
  8259. subunt++;
  8260. case ELE_DARK:
  8261. subunt++;
  8262. case ELE_WIND:
  8263. break;
  8264. default:
  8265. subunt=rand()%5;
  8266. break;
  8267. }
  8268. break;
  8269. }
  8270. /**
  8271. * Guilotine Cross
  8272. **/
  8273. case GC_POISONSMOKE:
  8274. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  8275. return NULL;
  8276. val1 = sc->data[SC_POISONINGWEAPON]->val1; // Level of Poison, to determine poisoning time
  8277. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  8278. limit = 4000 + 2000 * skilllv;
  8279. break;
  8280. /**
  8281. * Royal Guard
  8282. **/
  8283. case LG_BANDING:
  8284. limit = -1;
  8285. break;
  8286. }
  8287. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  8288. group->val1=val1;
  8289. group->val2=val2;
  8290. group->val3=val3;
  8291. group->target_flag=target;
  8292. group->bl_flag= skill_get_unit_bl_target(skillid);
  8293. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  8294. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  8295. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  8296. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  8297. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  8298. active_flag = 0;
  8299. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  8300. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  8301. if (sd)
  8302. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  8303. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  8304. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  8305. }
  8306. if (group->state.song_dance) {
  8307. if(sd){
  8308. sd->skillid_dance = skillid;
  8309. sd->skilllv_dance = skilllv;
  8310. }
  8311. if (
  8312. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  8313. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  8314. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  8315. )
  8316. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8317. }
  8318. limit = group->limit;
  8319. for( i = 0; i < layout->count; i++ )
  8320. {
  8321. struct skill_unit *unit;
  8322. int ux = x + layout->dx[i];
  8323. int uy = y + layout->dy[i];
  8324. int val1 = skilllv;
  8325. int val2 = 0;
  8326. int alive = 1;
  8327. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  8328. continue; // don't place skill units on walls (except for songs/dances/encores)
  8329. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  8330. continue; // no path between cell and center of casting.
  8331. switch( skillid )
  8332. {
  8333. case MG_FIREWALL:
  8334. case NJ_KAENSIN:
  8335. val2=group->val2;
  8336. break;
  8337. case WZ_ICEWALL:
  8338. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  8339. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  8340. break;
  8341. case HT_LANDMINE:
  8342. case MA_LANDMINE:
  8343. case HT_ANKLESNARE:
  8344. case HT_SHOCKWAVE:
  8345. case HT_SANDMAN:
  8346. case MA_SANDMAN:
  8347. case HT_FLASHER:
  8348. case HT_FREEZINGTRAP:
  8349. case MA_FREEZINGTRAP:
  8350. case HT_TALKIEBOX:
  8351. case HT_SKIDTRAP:
  8352. case MA_SKIDTRAP:
  8353. /**
  8354. * Ranger
  8355. **/
  8356. case RA_ELECTRICSHOCKER:
  8357. case RA_CLUSTERBOMB:
  8358. case RA_MAGENTATRAP:
  8359. case RA_COBALTTRAP:
  8360. case RA_MAIZETRAP:
  8361. case RA_VERDURETRAP:
  8362. case RA_FIRINGTRAP:
  8363. case RA_ICEBOUNDTRAP:
  8364. val1 = 3500;
  8365. break;
  8366. case GS_DESPERADO:
  8367. val1 = abs(layout->dx[i]);
  8368. val2 = abs(layout->dy[i]);
  8369. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  8370. if (val2 > val1) val1 = val2;
  8371. if (val1) val1--;
  8372. val1 = 36 -12*val1;
  8373. } else //Diagonal edges
  8374. val1 = 28 -4*val1 -4*val2;
  8375. if (val1 < 1) val1 = 1;
  8376. val2 = 0;
  8377. break;
  8378. default:
  8379. if (group->state.song_dance&0x1)
  8380. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  8381. break;
  8382. }
  8383. if( range <= 0 )
  8384. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  8385. if( !alive )
  8386. continue;
  8387. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  8388. unit->limit=limit;
  8389. unit->range=range;
  8390. if (skillid == PF_FOGWALL && alive == 2)
  8391. { //Double duration of cells on top of Deluge/Suiton
  8392. unit->limit *= 2;
  8393. group->limit = unit->limit;
  8394. }
  8395. // execute on all targets standing on this cell
  8396. if (range==0 && active_flag)
  8397. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8398. }
  8399. if (!group->alive_count)
  8400. { //No cells? Something that was blocked completely by Land Protector?
  8401. skill_delunitgroup(group);
  8402. return NULL;
  8403. }
  8404. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  8405. group->val1 = group->alive_count;
  8406. return group;
  8407. }
  8408. /*==========================================
  8409. *
  8410. *------------------------------------------*/
  8411. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8412. {
  8413. struct skill_unit_group *sg;
  8414. struct block_list *ss;
  8415. struct status_change *sc;
  8416. struct status_change_entry *sce;
  8417. enum sc_type type;
  8418. int skillid;
  8419. nullpo_ret(src);
  8420. nullpo_ret(bl);
  8421. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  8422. return 0;
  8423. nullpo_ret(sg=src->group);
  8424. nullpo_ret(ss=map_id2bl(sg->src_id));
  8425. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  8426. return 0; //AoE skills are ineffective. [Skotlex]
  8427. sc = status_get_sc(bl);
  8428. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  8429. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  8430. type = status_skill2sc(sg->skill_id);
  8431. sce = (sc && type != -1)?sc->data[type]:NULL;
  8432. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  8433. switch (sg->unit_id)
  8434. {
  8435. case UNT_SPIDERWEB:
  8436. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  8437. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  8438. sc->data[SC_SPIDERWEB]->val2++;
  8439. break;
  8440. }
  8441. else if( sc )
  8442. {
  8443. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8444. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  8445. {
  8446. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  8447. if( td )
  8448. sec = DIFF_TICK(td->tick, tick);
  8449. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  8450. clif_fixpos(bl);
  8451. sg->val2 = bl->id;
  8452. }
  8453. else
  8454. sec = 3000; //Couldn't trap it?
  8455. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8456. }
  8457. break;
  8458. case UNT_SAFETYWALL:
  8459. if (!sce)
  8460. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  8461. break;
  8462. case UNT_PNEUMA:
  8463. if (!sce)
  8464. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8465. break;
  8466. case UNT_WARP_WAITING:
  8467. if(bl->type==BL_PC){
  8468. struct map_session_data *sd = (struct map_session_data *)bl;
  8469. if((!sd->chatID || battle_config.chat_warpportal)
  8470. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  8471. {
  8472. int x = sg->val2>>16;
  8473. int y = sg->val2&0xffff;
  8474. unsigned short m = sg->val3;
  8475. if( --sg->val1 <= 0 )
  8476. skill_delunitgroup(sg);
  8477. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  8478. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  8479. }
  8480. } else
  8481. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  8482. {
  8483. int m = map_mapindex2mapid(sg->val3);
  8484. if (m < 0) break; //Map not available on this map-server.
  8485. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  8486. }
  8487. break;
  8488. case UNT_QUAGMIRE:
  8489. if(!sce)
  8490. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8491. break;
  8492. case UNT_VOLCANO:
  8493. case UNT_DELUGE:
  8494. case UNT_VIOLENTGALE:
  8495. if(!sce)
  8496. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  8497. break;
  8498. case UNT_SUITON:
  8499. if(!sce)
  8500. sc_start4(bl,type,100,sg->skill_lv,
  8501. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  8502. 0,0,sg->limit);
  8503. break;
  8504. case UNT_HERMODE:
  8505. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  8506. status_change_clear_buffs(bl,1); //Should dispell only allies.
  8507. case UNT_RICHMANKIM:
  8508. case UNT_ETERNALCHAOS:
  8509. case UNT_DRUMBATTLEFIELD:
  8510. case UNT_RINGNIBELUNGEN:
  8511. case UNT_ROKISWEIL:
  8512. case UNT_INTOABYSS:
  8513. case UNT_SIEGFRIED:
  8514. //Needed to check when a dancer/bard leaves their ensemble area.
  8515. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8516. return skillid;
  8517. if (!sce)
  8518. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8519. break;
  8520. case UNT_WHISTLE:
  8521. case UNT_ASSASSINCROSS:
  8522. case UNT_POEMBRAGI:
  8523. case UNT_APPLEIDUN:
  8524. case UNT_HUMMING:
  8525. case UNT_DONTFORGETME:
  8526. case UNT_FORTUNEKISS:
  8527. case UNT_SERVICEFORYOU:
  8528. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8529. return 0;
  8530. if (!sc) return 0;
  8531. if (!sce)
  8532. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8533. else if (sce->val4 == 1) {
  8534. //Readjust timers since the effect will not last long.
  8535. sce->val4 = 0;
  8536. delete_timer(sce->timer, status_change_timer);
  8537. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  8538. }
  8539. break;
  8540. case UNT_FOGWALL:
  8541. if (!sce)
  8542. {
  8543. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  8544. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8545. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  8546. }
  8547. break;
  8548. case UNT_GRAVITATION:
  8549. if (!sce)
  8550. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  8551. break;
  8552. // officially, icewall has no problems existing on occupied cells [ultramage]
  8553. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  8554. // src->val1 = 0;
  8555. // if(src->limit + sg->tick > tick + 700)
  8556. // src->limit = DIFF_TICK(tick+700,sg->tick);
  8557. // break;
  8558. case UNT_MOONLIT:
  8559. //Knockback out of area if affected char isn't in Moonlit effect
  8560. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  8561. break;
  8562. if (ss == bl) //Also needed to prevent infinite loop crash.
  8563. break;
  8564. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8565. break;
  8566. }
  8567. return skillid;
  8568. }
  8569. /*==========================================
  8570. *
  8571. *------------------------------------------*/
  8572. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8573. {
  8574. struct skill_unit_group *sg;
  8575. struct block_list *ss;
  8576. TBL_PC* tsd;
  8577. struct status_data *tstatus, *sstatus;
  8578. struct status_change *tsc, *sc;
  8579. struct skill_unit_group_tickset *ts;
  8580. enum sc_type type;
  8581. int skillid;
  8582. int diff=0;
  8583. nullpo_ret(src);
  8584. nullpo_ret(bl);
  8585. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  8586. return 0;
  8587. nullpo_ret(sg=src->group);
  8588. nullpo_ret(ss=map_id2bl(sg->src_id));
  8589. tsd = BL_CAST(BL_PC, bl);
  8590. tsc = status_get_sc(bl);
  8591. tstatus = status_get_status_data(bl);
  8592. if (sg->state.magic_power) //For magic power.
  8593. {
  8594. sc = status_get_sc(ss);
  8595. sstatus = status_get_status_data(ss);
  8596. } else {
  8597. sc = NULL;
  8598. sstatus = NULL;
  8599. }
  8600. type = status_skill2sc(sg->skill_id);
  8601. skillid = sg->skill_id;
  8602. if (sg->interval == -1) {
  8603. switch (sg->unit_id) {
  8604. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  8605. case UNT_FIREPILLAR_ACTIVE:
  8606. return 0;
  8607. default:
  8608. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  8609. return 0;
  8610. }
  8611. }
  8612. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  8613. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  8614. diff = DIFF_TICK(tick,ts->tick);
  8615. if (diff < 0)
  8616. return 0;
  8617. ts->tick = tick+sg->interval;
  8618. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  8619. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  8620. }
  8621. //Temporarily set magic power to have it take effect. [Skotlex]
  8622. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  8623. { //Store previous values.
  8624. swap(sstatus->matk_min, sc->mp_matk_min);
  8625. swap(sstatus->matk_max, sc->mp_matk_max);
  8626. //Note to NOT return from the function until this is unset!
  8627. }
  8628. switch (sg->unit_id)
  8629. {
  8630. case UNT_FIREWALL:
  8631. case UNT_KAEN:
  8632. {
  8633. int count=0;
  8634. const int x = bl->x, y = bl->y;
  8635. //Take into account these hit more times than the timer interval can handle.
  8636. do
  8637. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  8638. while(--src->val2 && x == bl->x && y == bl->y &&
  8639. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  8640. if (src->val2<=0)
  8641. skill_delunit(src);
  8642. }
  8643. break;
  8644. case UNT_SANCTUARY:
  8645. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  8646. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  8647. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  8648. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  8649. }
  8650. else
  8651. {
  8652. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8653. struct mob_data *md = BL_CAST(BL_MOB, bl);
  8654. if( md && mob_is_battleground(md) )
  8655. break;
  8656. if( tstatus->hp >= tstatus->max_hp )
  8657. break;
  8658. if( status_isimmune(bl) )
  8659. heal = 0;
  8660. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8661. status_heal(bl, heal, 0, 0);
  8662. if( diff >= 500 )
  8663. sg->val1--;
  8664. }
  8665. if( sg->val1 <= 0 )
  8666. skill_delunitgroup(sg);
  8667. break;
  8668. case UNT_EVILLAND:
  8669. //Will heal demon and undead element monsters, but not players.
  8670. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  8671. { //Damage enemies
  8672. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8673. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8674. } else {
  8675. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8676. if (tstatus->hp >= tstatus->max_hp)
  8677. break;
  8678. if (status_isimmune(bl))
  8679. heal = 0;
  8680. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8681. status_heal(bl, heal, 0, 0);
  8682. }
  8683. break;
  8684. case UNT_MAGNUS:
  8685. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  8686. break;
  8687. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8688. break;
  8689. case UNT_DUMMYSKILL:
  8690. switch (sg->skill_id)
  8691. {
  8692. case SG_SUN_WARM: //SG skills [Komurka]
  8693. case SG_MOON_WARM:
  8694. case SG_STAR_WARM:
  8695. {
  8696. int count = 0;
  8697. const int x = bl->x, y = bl->y;
  8698. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  8699. do
  8700. {
  8701. if( bl->type == BL_PC )
  8702. status_zap(bl, 0, 15); // sp damage to players
  8703. else // mobs
  8704. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  8705. {
  8706. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  8707. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  8708. }
  8709. else
  8710. { //should end when out of sp.
  8711. sg->limit = DIFF_TICK(tick,sg->tick);
  8712. break;
  8713. }
  8714. } while( x == bl->x && y == bl->y &&
  8715. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  8716. }
  8717. break;
  8718. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  8719. if (tsc)
  8720. tsc->sg_counter++; //SG hit counter.
  8721. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  8722. tsc->sg_counter=0; //Attack absorbed.
  8723. break;
  8724. case GS_DESPERADO:
  8725. if (rand()%100 < src->val1)
  8726. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8727. break;
  8728. default:
  8729. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8730. }
  8731. break;
  8732. case UNT_FIREPILLAR_WAITING:
  8733. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  8734. skill_delunit(src);
  8735. break;
  8736. case UNT_SKIDTRAP:
  8737. {
  8738. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8739. sg->unit_id = UNT_USED_TRAPS;
  8740. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8741. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8742. }
  8743. break;
  8744. case UNT_ANKLESNARE:
  8745. if( sg->val2 == 0 && tsc )
  8746. {
  8747. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8748. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  8749. {
  8750. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  8751. if( td )
  8752. sec = DIFF_TICK(td->tick, tick);
  8753. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  8754. clif_fixpos(bl);
  8755. sg->val2 = bl->id;
  8756. }
  8757. else
  8758. sec = 3000; //Couldn't trap it?
  8759. clif_skillunit_update(&src->bl);
  8760. /**
  8761. * If you're snared from a trap that was invisible this makes the trap be
  8762. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  8763. * bugreport:3961
  8764. **/
  8765. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  8766. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8767. sg->interval = -1;
  8768. src->range = 0;
  8769. }
  8770. break;
  8771. case UNT_VENOMDUST:
  8772. if(tsc && !tsc->data[type])
  8773. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  8774. break;
  8775. case UNT_LANDMINE:
  8776. case UNT_CLAYMORETRAP:
  8777. case UNT_BLASTMINE:
  8778. case UNT_SHOCKWAVE:
  8779. case UNT_SANDMAN:
  8780. case UNT_FLASHER:
  8781. case UNT_FREEZINGTRAP:
  8782. case UNT_FIREPILLAR_ACTIVE:
  8783. /**
  8784. * Ranger
  8785. **/
  8786. case UNT_CLUSTERBOMB:
  8787. case UNT_MAGENTATRAP:
  8788. case UNT_COBALTTRAP:
  8789. case UNT_MAIZETRAP:
  8790. case UNT_VERDURETRAP:
  8791. case UNT_FIRINGTRAP:
  8792. case UNT_ICEBOUNDTRAP:
  8793. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  8794. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  8795. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  8796. src->range = -1; //Disable range so it does not invoke a for each in area again.
  8797. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8798. break;
  8799. case UNT_TALKIEBOX:
  8800. if (sg->src_id == bl->id)
  8801. break;
  8802. if (sg->val2 == 0){
  8803. clif_talkiebox(&src->bl, sg->valstr);
  8804. sg->unit_id = UNT_USED_TRAPS;
  8805. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8806. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  8807. sg->val2 = -1;
  8808. }
  8809. break;
  8810. case UNT_LULLABY:
  8811. if (ss->id == bl->id)
  8812. break;
  8813. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8814. break;
  8815. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  8816. if (ss->id != bl->id)
  8817. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8818. break;
  8819. case UNT_DISSONANCE:
  8820. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8821. break;
  8822. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  8823. {
  8824. int heal;
  8825. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  8826. break; // affects self only when soullinked
  8827. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  8828. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8829. status_heal(bl, heal, 0, 0);
  8830. break;
  8831. }
  8832. case UNT_TATAMIGAESHI:
  8833. case UNT_DEMONSTRATION:
  8834. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8835. break;
  8836. case UNT_GOSPEL:
  8837. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  8838. break;
  8839. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  8840. { // Support Effect only on party, not guild
  8841. int heal;
  8842. int i = rand()%13; // Positive buff count
  8843. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  8844. switch (i)
  8845. {
  8846. case 0: // Heal 1~9999 HP
  8847. heal = rand() %9999+1;
  8848. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  8849. status_heal(bl,heal,0,0);
  8850. break;
  8851. case 1: // End all negative status
  8852. status_change_clear_buffs(bl,2);
  8853. if (tsd) clif_gospel_info(tsd, 0x15);
  8854. break;
  8855. case 2: // Immunity to all status
  8856. sc_start(bl,SC_SCRESIST,100,100,time);
  8857. if (tsd) clif_gospel_info(tsd, 0x16);
  8858. break;
  8859. case 3: // MaxHP +100%
  8860. sc_start(bl,SC_INCMHPRATE,100,100,time);
  8861. if (tsd) clif_gospel_info(tsd, 0x17);
  8862. break;
  8863. case 4: // MaxSP +100%
  8864. sc_start(bl,SC_INCMSPRATE,100,100,time);
  8865. if (tsd) clif_gospel_info(tsd, 0x18);
  8866. break;
  8867. case 5: // All stats +20
  8868. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  8869. if (tsd) clif_gospel_info(tsd, 0x19);
  8870. break;
  8871. case 6: // Level 10 Blessing
  8872. sc_start(bl,SC_BLESSING,100,10,time);
  8873. break;
  8874. case 7: // Level 10 Increase AGI
  8875. sc_start(bl,SC_INCREASEAGI,100,10,time);
  8876. break;
  8877. case 8: // Enchant weapon with Holy element
  8878. sc_start(bl,SC_ASPERSIO,100,1,time);
  8879. if (tsd) clif_gospel_info(tsd, 0x1c);
  8880. break;
  8881. case 9: // Enchant armor with Holy element
  8882. sc_start(bl,SC_BENEDICTIO,100,1,time);
  8883. if (tsd) clif_gospel_info(tsd, 0x1d);
  8884. break;
  8885. case 10: // DEF +25%
  8886. sc_start(bl,SC_INCDEFRATE,100,25,time);
  8887. if (tsd) clif_gospel_info(tsd, 0x1e);
  8888. break;
  8889. case 11: // ATK +100%
  8890. sc_start(bl,SC_INCATKRATE,100,100,time);
  8891. if (tsd) clif_gospel_info(tsd, 0x1f);
  8892. break;
  8893. case 12: // HIT/Flee +50
  8894. sc_start(bl,SC_INCHIT,100,50,time);
  8895. sc_start(bl,SC_INCFLEE,100,50,time);
  8896. if (tsd) clif_gospel_info(tsd, 0x20);
  8897. break;
  8898. }
  8899. }
  8900. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8901. { // Offensive Effect
  8902. int i = rand()%9; // Negative buff count
  8903. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  8904. switch (i)
  8905. {
  8906. case 0: // Deal 1~9999 damage
  8907. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8908. break;
  8909. case 1: // Curse
  8910. sc_start(bl,SC_CURSE,100,1,time);
  8911. break;
  8912. case 2: // Blind
  8913. sc_start(bl,SC_BLIND,100,1,time);
  8914. break;
  8915. case 3: // Poison
  8916. sc_start(bl,SC_POISON,100,1,time);
  8917. break;
  8918. case 4: // Level 10 Provoke
  8919. sc_start(bl,SC_PROVOKE,100,10,time);
  8920. break;
  8921. case 5: // DEF -100%
  8922. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  8923. break;
  8924. case 6: // ATK -100%
  8925. sc_start(bl,SC_INCATKRATE,100,-100,time);
  8926. break;
  8927. case 7: // Flee -100%
  8928. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  8929. break;
  8930. case 8: // Speed/ASPD -25%
  8931. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  8932. break;
  8933. }
  8934. }
  8935. break;
  8936. case UNT_BASILICA:
  8937. {
  8938. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  8939. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  8940. { // knock-back any enemy except Boss
  8941. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  8942. clif_fixpos(bl);
  8943. }
  8944. if( sg->src_id != bl->id && i <= 0 )
  8945. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  8946. }
  8947. break;
  8948. case UNT_GRAVITATION:
  8949. case UNT_EARTHSTRAIN:
  8950. case UNT_FIREWALK:
  8951. case UNT_ELECTRICWALK:
  8952. case UNT_PSYCHIC_WAVE:
  8953. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8954. break;
  8955. case UNT_GROUNDDRIFT_WIND:
  8956. case UNT_GROUNDDRIFT_DARK:
  8957. case UNT_GROUNDDRIFT_POISON:
  8958. case UNT_GROUNDDRIFT_WATER:
  8959. case UNT_GROUNDDRIFT_FIRE:
  8960. map_foreachinrange(skill_trap_splash,&src->bl,
  8961. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  8962. &src->bl,tick);
  8963. sg->unit_id = UNT_USED_TRAPS;
  8964. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  8965. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8966. break;
  8967. /**
  8968. * 3rd stuff
  8969. **/
  8970. case UNT_POISONSMOKE:
  8971. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rand()%100 < 20 )
  8972. sc_start(bl,sg->val2,100,sg->val1,skill_get_time2(GC_POISONINGWEAPON,sg->val1));
  8973. break;
  8974. case UNT_EPICLESIS:
  8975. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  8976. {
  8977. int hp, sp;
  8978. switch( sg->skill_lv )
  8979. {
  8980. case 1: case 2: hp = 3; sp = 2; break;
  8981. case 3: case 4: hp = 4; sp = 3; break;
  8982. case 5: default: hp = 5; sp = 4; break;
  8983. }
  8984. hp = tstatus->max_hp * hp / 100;
  8985. sp = tstatus->max_sp * sp / 100;
  8986. status_heal(bl, hp, sp, 0);
  8987. if( tstatus->hp < tstatus->max_hp )
  8988. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 1);
  8989. if( tstatus->sp < tstatus->max_sp )
  8990. clif_skill_nodamage(&src->bl, bl, MG_SRECOVERY, sp, 1);
  8991. sc_start(bl, type, 100, sg->skill_lv, sg->interval + 100);
  8992. sg->val2++;
  8993. // Reveal hidden players every 5 seconds.
  8994. if( sg->val2 >= 5 )
  8995. {
  8996. sg->val2 = 0;
  8997. // TODO: check if other hidden status can be removed.
  8998. status_change_end(bl,SC_HIDING,-1);
  8999. status_change_end(bl,SC_CLOAKING,-1);
  9000. }
  9001. }
  9002. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  9003. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  9004. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  9005. break;
  9006. case UNT_STEALTHFIELD:
  9007. if( bl->id == sg->src_id )
  9008. break; // Dont work on Self (video shows that)
  9009. case UNT_NEUTRALBARRIER:
  9010. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  9011. break;
  9012. case UNT_DIMENSIONDOOR:
  9013. if( tsd && !map[bl->m].flag.noteleport )
  9014. pc_randomwarp(tsd,3);
  9015. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  9016. unit_warp(bl,-1,-1,-1,3);
  9017. break;
  9018. case UNT_REVERBERATION:
  9019. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  9020. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  9021. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  9022. break;
  9023. case UNT_SEVERE_RAINSTORM:
  9024. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  9025. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  9026. break;
  9027. }
  9028. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  9029. { //Unset magic power.
  9030. swap(sstatus->matk_min, sc->mp_matk_min);
  9031. swap(sstatus->matk_max, sc->mp_matk_max);
  9032. }
  9033. if (bl->type == BL_MOB && ss != bl)
  9034. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  9035. return skillid;
  9036. }
  9037. /*==========================================
  9038. * Triggered when a char steps out of a skill cell
  9039. *------------------------------------------*/
  9040. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  9041. {
  9042. struct skill_unit_group *sg;
  9043. struct status_change *sc;
  9044. struct status_change_entry *sce;
  9045. enum sc_type type;
  9046. nullpo_ret(src);
  9047. nullpo_ret(bl);
  9048. nullpo_ret(sg=src->group);
  9049. sc = status_get_sc(bl);
  9050. type = status_skill2sc(sg->skill_id);
  9051. sce = (sc && type != -1)?sc->data[type]:NULL;
  9052. if( bl->prev==NULL ||
  9053. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  9054. return 0;
  9055. switch(sg->unit_id){
  9056. case UNT_SAFETYWALL:
  9057. case UNT_PNEUMA:
  9058. case UNT_EPICLESIS://Arch Bishop
  9059. if (sce)
  9060. status_change_end(bl, type, INVALID_TIMER);
  9061. break;
  9062. case UNT_BASILICA:
  9063. if( sce && sce->val4 == src->bl.id )
  9064. status_change_end(bl, type, INVALID_TIMER);
  9065. break;
  9066. case UNT_HERMODE: //Clear Hermode if the owner moved.
  9067. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  9068. status_change_end(bl, type, INVALID_TIMER);
  9069. break;
  9070. case UNT_SPIDERWEB:
  9071. {
  9072. struct block_list *target = map_id2bl(sg->val2);
  9073. if (target && target==bl)
  9074. {
  9075. if (sce && sce->val3 == sg->group_id)
  9076. status_change_end(bl, type, INVALID_TIMER);
  9077. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  9078. }
  9079. break;
  9080. }
  9081. }
  9082. return sg->skill_id;
  9083. }
  9084. /*==========================================
  9085. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  9086. *------------------------------------------*/
  9087. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  9088. {
  9089. struct status_change *sc;
  9090. struct status_change_entry *sce;
  9091. enum sc_type type;
  9092. sc = status_get_sc(bl);
  9093. if (sc && !sc->count)
  9094. sc = NULL;
  9095. type = status_skill2sc(skill_id);
  9096. sce = (sc && type != -1)?sc->data[type]:NULL;
  9097. switch (skill_id)
  9098. {
  9099. case WZ_QUAGMIRE:
  9100. if (bl->type==BL_MOB)
  9101. break;
  9102. if (sce)
  9103. status_change_end(bl, type, INVALID_TIMER);
  9104. break;
  9105. case BD_LULLABY:
  9106. case BD_RICHMANKIM:
  9107. case BD_ETERNALCHAOS:
  9108. case BD_DRUMBATTLEFIELD:
  9109. case BD_RINGNIBELUNGEN:
  9110. case BD_ROKISWEIL:
  9111. case BD_INTOABYSS:
  9112. case BD_SIEGFRIED:
  9113. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  9114. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  9115. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  9116. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  9117. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  9118. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  9119. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  9120. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  9121. }
  9122. case MG_SAFETYWALL:
  9123. case AL_PNEUMA:
  9124. case SA_VOLCANO:
  9125. case SA_DELUGE:
  9126. case SA_VIOLENTGALE:
  9127. case CG_HERMODE:
  9128. case HW_GRAVITATION:
  9129. case NJ_SUITON:
  9130. if (sce)
  9131. status_change_end(bl, type, INVALID_TIMER);
  9132. break;
  9133. case BA_POEMBRAGI:
  9134. case BA_WHISTLE:
  9135. case BA_ASSASSINCROSS:
  9136. case BA_APPLEIDUN:
  9137. case DC_HUMMING:
  9138. case DC_DONTFORGETME:
  9139. case DC_FORTUNEKISS:
  9140. case DC_SERVICEFORYOU:
  9141. if (sce)
  9142. {
  9143. delete_timer(sce->timer, status_change_timer);
  9144. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  9145. //not possible on our current implementation.
  9146. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  9147. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  9148. }
  9149. break;
  9150. case PF_FOGWALL:
  9151. if (sce)
  9152. {
  9153. status_change_end(bl, type, INVALID_TIMER);
  9154. if ((sce=sc->data[SC_BLIND]))
  9155. {
  9156. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  9157. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9158. else {
  9159. delete_timer(sce->timer, status_change_timer);
  9160. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  9161. }
  9162. }
  9163. }
  9164. break;
  9165. }
  9166. return skill_id;
  9167. }
  9168. /*==========================================
  9169. * Invoked when a unit cell has been placed/removed/deleted.
  9170. * flag values:
  9171. * flag&1: Invoke onplace function (otherwise invoke onout)
  9172. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  9173. *------------------------------------------*/
  9174. static int skill_unit_effect (struct block_list* bl, va_list ap)
  9175. {
  9176. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  9177. struct skill_unit_group* group = unit->group;
  9178. unsigned int tick = va_arg(ap,unsigned int);
  9179. unsigned int flag = va_arg(ap,unsigned int);
  9180. int skill_id;
  9181. bool dissonance;
  9182. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  9183. return 0;
  9184. nullpo_ret(group);
  9185. dissonance = skill_dance_switch(unit, 0);
  9186. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9187. skill_id = group->skill_id;
  9188. //Target-type check.
  9189. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  9190. {
  9191. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  9192. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  9193. }
  9194. else
  9195. {
  9196. if( flag&1 )
  9197. skill_unit_onplace(unit,bl,tick);
  9198. else
  9199. skill_unit_onout(unit,bl,tick);
  9200. if( flag&4 )
  9201. skill_unit_onleft(skill_id, bl, tick);
  9202. }
  9203. if( dissonance ) skill_dance_switch(unit, 1);
  9204. return 0;
  9205. }
  9206. /*==========================================
  9207. *
  9208. *------------------------------------------*/
  9209. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  9210. {
  9211. struct skill_unit_group *sg;
  9212. nullpo_ret(src);
  9213. nullpo_ret(sg=src->group);
  9214. switch( sg->unit_id ) {
  9215. case UNT_SKIDTRAP:
  9216. case UNT_LANDMINE:
  9217. case UNT_SHOCKWAVE:
  9218. case UNT_SANDMAN:
  9219. case UNT_FLASHER:
  9220. case UNT_CLAYMORETRAP:
  9221. case UNT_FREEZINGTRAP:
  9222. case UNT_TALKIEBOX:
  9223. case UNT_ANKLESNARE:
  9224. case UNT_ICEWALL:
  9225. src->val1-=damage;
  9226. break;
  9227. case UNT_BLASTMINE:
  9228. skill_blown(bl, &src->bl, 3, -1, 0);
  9229. break;
  9230. default:
  9231. damage = 0;
  9232. break;
  9233. }
  9234. return damage;
  9235. }
  9236. /*==========================================
  9237. *
  9238. *------------------------------------------*/
  9239. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  9240. {
  9241. int *c, skillid;
  9242. struct block_list *src;
  9243. struct map_session_data *sd;
  9244. struct map_session_data *tsd;
  9245. int *p_sd; //Contains the list of characters found.
  9246. nullpo_ret(bl);
  9247. nullpo_ret(tsd=(struct map_session_data*)bl);
  9248. nullpo_ret(src=va_arg(ap,struct block_list *));
  9249. nullpo_ret(sd=(struct map_session_data*)src);
  9250. c=va_arg(ap,int *);
  9251. p_sd = va_arg(ap, int *);
  9252. skillid = va_arg(ap,int);
  9253. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  9254. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  9255. if (bl == src)
  9256. return 0;
  9257. if(pc_isdead(tsd))
  9258. return 0;
  9259. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  9260. return 0;
  9261. switch(skillid)
  9262. {
  9263. case PR_BENEDICTIO:
  9264. {
  9265. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  9266. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  9267. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  9268. && sd->status.sp >= 10)
  9269. p_sd[(*c)++]=tsd->bl.id;
  9270. return 1;
  9271. }
  9272. case AB_ADORAMUS:
  9273. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  9274. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  9275. p_sd[(*c)++] = tsd->bl.id;
  9276. return 1;
  9277. case WL_COMET:
  9278. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  9279. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  9280. p_sd[(*c)++] = tsd->bl.id;
  9281. return 1;
  9282. case LG_RAYOFGENESIS:
  9283. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  9284. tsd->sc.data[SC_BANDING] )
  9285. p_sd[(*c)++] = tsd->bl.id;
  9286. return 1;
  9287. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  9288. {
  9289. int skilllv;
  9290. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  9291. return 0;
  9292. if (sd->status.sex != tsd->status.sex &&
  9293. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  9294. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  9295. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  9296. sd->status.party_id && tsd->status.party_id &&
  9297. sd->status.party_id == tsd->status.party_id &&
  9298. !tsd->sc.data[SC_DANCING])
  9299. {
  9300. p_sd[(*c)++]=tsd->bl.id;
  9301. return skilllv;
  9302. } else {
  9303. return 0;
  9304. }
  9305. }
  9306. break;
  9307. }
  9308. return 0;
  9309. }
  9310. /*==========================================
  9311. * Checks and stores partners for ensemble skills [Skotlex]
  9312. *------------------------------------------*/
  9313. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  9314. {
  9315. static int c=0;
  9316. static int p_sd[2] = { 0, 0 };
  9317. int i;
  9318. if (!battle_config.player_skill_partner_check ||
  9319. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  9320. return 99; //As if there were infinite partners.
  9321. if (cast_flag)
  9322. { //Execute the skill on the partners.
  9323. struct map_session_data* tsd;
  9324. switch (skill_id)
  9325. {
  9326. case PR_BENEDICTIO:
  9327. for (i = 0; i < c; i++)
  9328. {
  9329. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  9330. status_charge(&tsd->bl, 0, 10);
  9331. }
  9332. return c;
  9333. case AB_ADORAMUS:
  9334. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL )
  9335. {
  9336. i = 2 * (*skill_lv);
  9337. status_charge(&tsd->bl, 0, i);
  9338. }
  9339. break;
  9340. default: //Warning: Assuming Ensemble skills here (for speed)
  9341. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  9342. {
  9343. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  9344. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  9345. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  9346. tsd->skillid_dance = skill_id;
  9347. tsd->skilllv_dance = *skill_lv;
  9348. }
  9349. return c;
  9350. }
  9351. }
  9352. //Else: new search for partners.
  9353. c = 0;
  9354. memset (p_sd, 0, sizeof(p_sd));
  9355. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  9356. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  9357. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
  9358. return c;
  9359. }
  9360. /*==========================================
  9361. *
  9362. *------------------------------------------*/
  9363. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  9364. {
  9365. int *c,src_id,mob_class,skill;
  9366. struct mob_data *md;
  9367. md=(struct mob_data*)bl;
  9368. src_id=va_arg(ap,int);
  9369. mob_class=va_arg(ap,int);
  9370. skill=va_arg(ap,int);
  9371. c=va_arg(ap,int *);
  9372. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  9373. return 0; //Non alchemist summoned mobs have nothing to do here.
  9374. if(md->class_==mob_class)
  9375. (*c)++;
  9376. return 1;
  9377. }
  9378. /*==========================================
  9379. * Determines if a given skill should be made to consume ammo
  9380. * when used by the player. [Skotlex]
  9381. *------------------------------------------*/
  9382. int skill_isammotype (struct map_session_data *sd, int skill)
  9383. {
  9384. return (
  9385. battle_config.arrow_decrement==2 &&
  9386. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  9387. skill != HT_PHANTASMIC &&
  9388. skill_get_type(skill) == BF_WEAPON &&
  9389. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  9390. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  9391. );
  9392. }
  9393. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  9394. {
  9395. struct status_data *status;
  9396. struct status_change *sc;
  9397. struct skill_condition require;
  9398. int i;
  9399. nullpo_ret(sd);
  9400. if (lv <= 0 || sd->chatID) return 0;
  9401. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  9402. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  9403. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  9404. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  9405. return 1;
  9406. }
  9407. if( sd->menuskill_id == AM_PHARMACY )
  9408. {
  9409. switch( skill )
  9410. {
  9411. case AM_PHARMACY:
  9412. case AC_MAKINGARROW:
  9413. case BS_REPAIRWEAPON:
  9414. case AM_TWILIGHT1:
  9415. case AM_TWILIGHT2:
  9416. case AM_TWILIGHT3:
  9417. return 0;
  9418. }
  9419. }
  9420. status = &sd->battle_status;
  9421. sc = &sd->sc;
  9422. if( !sc->count )
  9423. sc = NULL;
  9424. if( sd->skillitem == skill )
  9425. {
  9426. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  9427. sd->state.abra_flag = 0;
  9428. else
  9429. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  9430. if( (i = sd->itemindex) == -1 ||
  9431. sd->status.inventory[i].nameid != sd->itemid ||
  9432. sd->inventory_data[i] == NULL ||
  9433. !sd->inventory_data[i]->flag.delay_consume ||
  9434. sd->status.inventory[i].amount < 1
  9435. )
  9436. { //Something went wrong, item exploit?
  9437. sd->itemid = sd->itemindex = -1;
  9438. return 0;
  9439. }
  9440. //Consume
  9441. sd->itemid = sd->itemindex = -1;
  9442. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  9443. ; //Do not consume item.
  9444. else if( sd->status.inventory[i].expire_time == 0 )
  9445. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  9446. }
  9447. return 1;
  9448. }
  9449. if( pc_is90overweight(sd) )
  9450. {
  9451. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  9452. return 0;
  9453. }
  9454. switch( skill )
  9455. { // Turn off check.
  9456. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  9457. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  9458. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  9459. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  9460. if( sc && sc->data[status_skill2sc(skill)] )
  9461. return 1;
  9462. }
  9463. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  9464. return 0;
  9465. require = skill_get_requirement(sd,skill,lv);
  9466. //Can only update state when weapon/arrow info is checked.
  9467. sd->state.arrow_atk = require.ammo?1:0;
  9468. // perform skill-specific checks (and actions)
  9469. switch( skill )
  9470. {
  9471. case SA_CASTCANCEL:
  9472. if(sd->ud.skilltimer == INVALID_TIMER) {
  9473. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9474. return 0;
  9475. }
  9476. break;
  9477. case AL_WARP:
  9478. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  9479. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  9480. return 0;
  9481. }
  9482. break;
  9483. case MO_CALLSPIRITS:
  9484. if(sd->spiritball >= lv) {
  9485. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9486. return 0;
  9487. }
  9488. break;
  9489. case MO_FINGEROFFENSIVE:
  9490. case GS_FLING:
  9491. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  9492. sd->spiritball_old = require.spiritball = sd->spiritball;
  9493. else
  9494. sd->spiritball_old = require.spiritball;
  9495. break;
  9496. case MO_CHAINCOMBO:
  9497. if(!sc)
  9498. return 0;
  9499. if(sc->data[SC_BLADESTOP])
  9500. break;
  9501. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  9502. break;
  9503. return 0;
  9504. case MO_COMBOFINISH:
  9505. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  9506. return 0;
  9507. break;
  9508. case CH_TIGERFIST:
  9509. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  9510. return 0;
  9511. break;
  9512. case CH_CHAINCRUSH:
  9513. if(!(sc && sc->data[SC_COMBO]))
  9514. return 0;
  9515. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  9516. return 0;
  9517. break;
  9518. case MO_EXTREMITYFIST:
  9519. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  9520. // return 0;
  9521. if( sc && sc->data[SC_BLADESTOP] )
  9522. break;
  9523. if( sc && sc->data[SC_COMBO] )
  9524. {
  9525. switch(sc->data[SC_COMBO]->val1) {
  9526. case MO_COMBOFINISH:
  9527. case CH_TIGERFIST:
  9528. case CH_CHAINCRUSH:
  9529. break;
  9530. default:
  9531. return 0;
  9532. }
  9533. }
  9534. else if( !unit_can_move(&sd->bl) )
  9535. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  9536. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9537. return 0;
  9538. }
  9539. break;
  9540. case TK_MISSION:
  9541. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  9542. {// Cannot be used by Non-Taekwon classes
  9543. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9544. return 0;
  9545. }
  9546. break;
  9547. case TK_READYCOUNTER:
  9548. case TK_READYDOWN:
  9549. case TK_READYSTORM:
  9550. case TK_READYTURN:
  9551. case TK_JUMPKICK:
  9552. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  9553. {// Soul Linkers cannot use this skill
  9554. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9555. return 0;
  9556. }
  9557. break;
  9558. case TK_TURNKICK:
  9559. case TK_STORMKICK:
  9560. case TK_DOWNKICK:
  9561. case TK_COUNTER:
  9562. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  9563. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  9564. if(!(sc && sc->data[SC_COMBO]))
  9565. return 0; //Combo needs to be ready
  9566. if (sc->data[SC_COMBO]->val3)
  9567. { //Kick chain
  9568. //Do not repeat a kick.
  9569. if (sc->data[SC_COMBO]->val3 != skill)
  9570. break;
  9571. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  9572. return 0;
  9573. }
  9574. if(sc->data[SC_COMBO]->val1 != skill)
  9575. { //Cancel combo wait.
  9576. unit_cancel_combo(&sd->bl);
  9577. return 0;
  9578. }
  9579. break; //Combo ready.
  9580. case BD_ADAPTATION:
  9581. {
  9582. int time;
  9583. if(!(sc && sc->data[SC_DANCING]))
  9584. {
  9585. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9586. return 0;
  9587. }
  9588. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  9589. if (skill_get_time(
  9590. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  9591. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  9592. - time < skill_get_time2(skill,lv))
  9593. {
  9594. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9595. return 0;
  9596. }
  9597. }
  9598. break;
  9599. case PR_BENEDICTIO:
  9600. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  9601. {
  9602. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9603. return 0;
  9604. }
  9605. break;
  9606. case SL_SMA:
  9607. if(!(sc && sc->data[SC_SMA]))
  9608. return 0;
  9609. break;
  9610. case HT_POWER:
  9611. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  9612. return 0;
  9613. break;
  9614. case CG_HERMODE:
  9615. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  9616. {
  9617. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9618. return 0;
  9619. }
  9620. break;
  9621. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  9622. {
  9623. int i,x,y,range = skill_get_splash(skill, lv)+1;
  9624. int size = range*2+1;
  9625. for (i=0;i<size*size;i++) {
  9626. x = sd->bl.x+(i%size-range);
  9627. y = sd->bl.y+(i/size-range);
  9628. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  9629. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9630. return 0;
  9631. }
  9632. }
  9633. }
  9634. break;
  9635. case PR_REDEMPTIO:
  9636. {
  9637. int exp;
  9638. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  9639. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  9640. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  9641. return 0;
  9642. }
  9643. break;
  9644. }
  9645. case AM_TWILIGHT2:
  9646. case AM_TWILIGHT3:
  9647. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  9648. {
  9649. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9650. return 0;
  9651. }
  9652. break;
  9653. case SG_SUN_WARM:
  9654. case SG_MOON_WARM:
  9655. case SG_STAR_WARM:
  9656. if (sc && sc->data[SC_MIRACLE])
  9657. break;
  9658. i = skill-SG_SUN_WARM;
  9659. if (sd->bl.m == sd->feel_map[i].m)
  9660. break;
  9661. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9662. return 0;
  9663. break;
  9664. case SG_SUN_COMFORT:
  9665. case SG_MOON_COMFORT:
  9666. case SG_STAR_COMFORT:
  9667. if (sc && sc->data[SC_MIRACLE])
  9668. break;
  9669. i = skill-SG_SUN_COMFORT;
  9670. if (sd->bl.m == sd->feel_map[i].m &&
  9671. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  9672. break;
  9673. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9674. return 0;
  9675. case SG_FUSION:
  9676. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  9677. break;
  9678. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  9679. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  9680. if( require.sp > 0 )
  9681. {
  9682. if (status->sp < (unsigned int)require.sp)
  9683. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  9684. else
  9685. status_zap(&sd->bl, 0, require.sp);
  9686. }
  9687. return 0;
  9688. case GD_BATTLEORDER:
  9689. case GD_REGENERATION:
  9690. case GD_RESTORE:
  9691. if (!map_flag_gvg2(sd->bl.m)) {
  9692. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9693. return 0;
  9694. }
  9695. case GD_EMERGENCYCALL:
  9696. // other checks were already done in skillnotok()
  9697. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  9698. return 0;
  9699. break;
  9700. case GS_GLITTERING:
  9701. if(sd->spiritball >= 10) {
  9702. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9703. return 0;
  9704. }
  9705. break;
  9706. case NJ_ISSEN:
  9707. if (status->hp < 2) {
  9708. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9709. return 0;
  9710. }
  9711. case NJ_BUNSINJYUTSU:
  9712. if (!(sc && sc->data[SC_NEN])) {
  9713. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9714. return 0;
  9715. }
  9716. break;
  9717. case NJ_ZENYNAGE:
  9718. if(sd->status.zeny < require.zeny) {
  9719. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  9720. return 0;
  9721. }
  9722. break;
  9723. case PF_HPCONVERSION:
  9724. if (status->sp == status->max_sp)
  9725. return 0; //Unusable when at full SP.
  9726. break;
  9727. case AM_CALLHOMUN: //Can't summon if a hom is already out
  9728. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  9729. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9730. return 0;
  9731. }
  9732. break;
  9733. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  9734. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  9735. {
  9736. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9737. return 0;
  9738. }
  9739. break;
  9740. /**
  9741. * Arch Bishop
  9742. **/
  9743. case AB_ANCILLA:
  9744. {
  9745. int count = 0;
  9746. for( i = 0; i < MAX_INVENTORY; i ++ )
  9747. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  9748. count += sd->status.inventory[i].amount;
  9749. if( count >= 3 ) {
  9750. clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  9751. return 0;
  9752. }
  9753. }
  9754. break;
  9755. /**
  9756. * Keeping as a note:
  9757. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  9758. **/
  9759. //case AB_LAUDAAGNUS:
  9760. //case AB_LAUDARAMUS:
  9761. // if( !sd->status.party_id ) {
  9762. // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9763. // return 0;
  9764. // }
  9765. // break;
  9766. case AB_ADORAMUS:
  9767. /**
  9768. * Warlock
  9769. **/
  9770. case WL_COMET:
  9771. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  9772. {
  9773. //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  9774. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9775. return 0;
  9776. }
  9777. break;
  9778. case WL_SUMMONFB:
  9779. case WL_SUMMONBL:
  9780. case WL_SUMMONWB:
  9781. case WL_SUMMONSTONE:
  9782. if( sc )
  9783. {
  9784. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  9785. if( i == SC_SPHERE_5+1 )
  9786. { // No more free slots
  9787. clif_skill_fail(sd,skill,USESKILL_FAIL_SUMMON,0);
  9788. return 0;
  9789. }
  9790. }
  9791. break;
  9792. /**
  9793. * Guilotine Cross
  9794. **/
  9795. case GC_HALLUCINATIONWALK:
  9796. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  9797. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9798. return 0;
  9799. }
  9800. break;
  9801. case GC_COUNTERSLASH:
  9802. case GC_WEAPONCRUSH:
  9803. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  9804. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  9805. return 0;
  9806. }
  9807. break;
  9808. case GC_CROSSRIPPERSLASHER:
  9809. if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) {
  9810. clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0);
  9811. return 0;
  9812. }
  9813. break;
  9814. case GC_POISONSMOKE:
  9815. case GC_VENOMPRESSURE:
  9816. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9817. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  9818. return 0;
  9819. }
  9820. break;
  9821. /**
  9822. * Ranger
  9823. **/
  9824. case RA_SENSITIVEKEEN:
  9825. if(!pc_iswug(sd)) {
  9826. clif_skill_fail(sd,skill,USESKILL_FAIL_CONDITION,0);
  9827. return 0;
  9828. }
  9829. break;
  9830. /**
  9831. * Royal Guard
  9832. **/
  9833. case LG_BANDING:
  9834. if( sc && sc->data[SC_INSPIRATION] ) {
  9835. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9836. return 0;
  9837. }
  9838. break;
  9839. case LG_PRESTIGE:
  9840. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  9841. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9842. return 0;
  9843. }
  9844. break;
  9845. case LG_RAGEBURST:
  9846. if( sd->spiritball == 0 ) {
  9847. clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0);
  9848. return 0;
  9849. }
  9850. sd->spiritball_old = require.spiritball = sd->spiritball;
  9851. break;
  9852. case LG_RAYOFGENESIS:
  9853. if( sc && sc->data[SC_INSPIRATION] )
  9854. return 1; // Don't check for partner.
  9855. if( !(sc && sc->data[SC_BANDING]) ) {
  9856. clif_skill_fail(sd,skill,USESKILL_FAIL,0);
  9857. return 0;
  9858. } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 )
  9859. return 0; // Just fails, no msg here.
  9860. break;
  9861. case LG_HESPERUSLIT:
  9862. if( !sc || !sc->data[SC_BANDING] ) {
  9863. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9864. return 0;
  9865. }
  9866. break;
  9867. }
  9868. switch(require.state) {
  9869. case ST_HIDING:
  9870. if(!(sc && sc->option&OPTION_HIDE)) {
  9871. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9872. return 0;
  9873. }
  9874. break;
  9875. case ST_CLOAKING:
  9876. if(!pc_iscloaking(sd)) {
  9877. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9878. return 0;
  9879. }
  9880. break;
  9881. case ST_HIDDEN:
  9882. if(!pc_ishiding(sd)) {
  9883. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9884. return 0;
  9885. }
  9886. break;
  9887. case ST_RIDING:
  9888. if(!pc_isriding(sd)) {
  9889. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9890. return 0;
  9891. }
  9892. break;
  9893. case ST_FALCON:
  9894. if(!pc_isfalcon(sd)) {
  9895. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9896. return 0;
  9897. }
  9898. break;
  9899. case ST_CARTBOOST:
  9900. if(!(sc && sc->data[SC_CARTBOOST])) {
  9901. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9902. return 0;
  9903. }
  9904. case ST_CART:
  9905. if(!pc_iscarton(sd)) {
  9906. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9907. return 0;
  9908. }
  9909. break;
  9910. case ST_SHIELD:
  9911. if(sd->status.shield <= 0) {
  9912. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9913. return 0;
  9914. }
  9915. break;
  9916. case ST_SIGHT:
  9917. if(!(sc && sc->data[SC_SIGHT])) {
  9918. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9919. return 0;
  9920. }
  9921. break;
  9922. case ST_EXPLOSIONSPIRITS:
  9923. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  9924. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9925. return 0;
  9926. }
  9927. break;
  9928. case ST_RECOV_WEIGHT_RATE:
  9929. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  9930. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9931. return 0;
  9932. }
  9933. break;
  9934. case ST_MOVE_ENABLE:
  9935. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  9936. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  9937. if (!unit_can_move(&sd->bl)) {
  9938. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9939. return 0;
  9940. }
  9941. break;
  9942. case ST_WATER:
  9943. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  9944. break;
  9945. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  9946. break;
  9947. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9948. return 0;
  9949. /**
  9950. * Rune Knight
  9951. **/
  9952. case ST_RIDINGDRAGON:
  9953. if( !(sd->sc.option&OPTION_DRAGON)) {
  9954. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9955. return 0;
  9956. }
  9957. break;
  9958. /**
  9959. * Wug
  9960. **/
  9961. case ST_WUG:
  9962. if( !(sd->sc.option&OPTION_WUG) ) {
  9963. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9964. return 0;
  9965. }
  9966. break;
  9967. /**
  9968. * Riding Wug
  9969. **/
  9970. case ST_RIDINGWUG:
  9971. if( !(sd->sc.option&OPTION_WUGRIDER) ){
  9972. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9973. return 0;
  9974. }
  9975. break;
  9976. /**
  9977. * Mechanic
  9978. **/
  9979. case ST_MADO:
  9980. if( !(sd->sc.option&OPTION_MADOGEAR) ) {
  9981. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  9982. return 0;
  9983. }
  9984. break;
  9985. /**
  9986. * Sorcerer
  9987. **/
  9988. //case ST_ELEMENTALSPIRIT:
  9989. // if(!sd->ed) {
  9990. // clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0);
  9991. // return 0;
  9992. // }
  9993. // break;
  9994. }
  9995. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  9996. //mhp is the max-hp-requirement, that is,
  9997. //you must have this % or less of HP to cast it.
  9998. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9999. return 0;
  10000. }
  10001. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  10002. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  10003. return 0;
  10004. }
  10005. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  10006. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  10007. return 0;
  10008. }
  10009. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  10010. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  10011. return 0;
  10012. }
  10013. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  10014. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10015. return 0;
  10016. }
  10017. return 1;
  10018. }
  10019. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  10020. {
  10021. struct skill_condition require;
  10022. struct status_data *status;
  10023. int i;
  10024. int index[MAX_SKILL_ITEM_REQUIRE];
  10025. nullpo_ret(sd);
  10026. if( lv <= 0 || sd->chatID )
  10027. return 0;
  10028. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  10029. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  10030. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  10031. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  10032. return 1;
  10033. }
  10034. if( sd->menuskill_id == AM_PHARMACY )
  10035. { // Cast start or cast end??
  10036. switch( skill )
  10037. {
  10038. case AM_PHARMACY:
  10039. case AC_MAKINGARROW:
  10040. case BS_REPAIRWEAPON:
  10041. case AM_TWILIGHT1:
  10042. case AM_TWILIGHT2:
  10043. case AM_TWILIGHT3:
  10044. return 0;
  10045. }
  10046. }
  10047. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  10048. return 1;
  10049. if( pc_is90overweight(sd) )
  10050. {
  10051. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  10052. return 0;
  10053. }
  10054. // perform skill-specific checks (and actions)
  10055. switch( skill )
  10056. {
  10057. case PR_BENEDICTIO:
  10058. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  10059. break;
  10060. case AB_ADORAMUS:
  10061. //if( skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  10062. // sd->state.no_gemstone = 1; // Mark this skill as it don't consume ammo because partners gives SP
  10063. break;
  10064. case AM_CANNIBALIZE:
  10065. case AM_SPHEREMINE:
  10066. {
  10067. int c=0;
  10068. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  10069. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  10070. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  10071. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  10072. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  10073. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  10074. if(c >= maxcount ||
  10075. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  10076. { //Fails when: exceed max limit. There are other plant types already out.
  10077. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10078. return 0;
  10079. }
  10080. }
  10081. break;
  10082. }
  10083. case NC_SILVERSNIPER:
  10084. case NC_MAGICDECOY:
  10085. {
  10086. int c = 0, j;
  10087. int maxcount = skill_get_maxcount(skill,lv);
  10088. int mob_class = 2042;
  10089. if( skill == NC_MAGICDECOY )
  10090. mob_class = 2043;
  10091. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) )
  10092. {
  10093. if( skill == NC_MAGICDECOY )
  10094. {
  10095. for( j = mob_class; j <= 2046; j++ )
  10096. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  10097. }
  10098. else
  10099. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  10100. if( c >= maxcount )
  10101. {
  10102. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  10103. return 0;
  10104. }
  10105. }
  10106. }
  10107. break;
  10108. }
  10109. status = &sd->battle_status;
  10110. require = skill_get_requirement(sd,skill,lv);
  10111. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  10112. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  10113. return 0;
  10114. }
  10115. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  10116. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  10117. !sd->inventory_data[i] ||
  10118. sd->status.inventory[i].amount < require.ammo_qty
  10119. ) {
  10120. clif_arrow_fail(sd,0);
  10121. return 0;
  10122. }
  10123. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  10124. { //Ammo type check. Send the "wrong weapon type" message
  10125. //which is the closest we have to wrong ammo type. [Skotlex]
  10126. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  10127. //clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  10128. return 0;
  10129. }
  10130. }
  10131. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  10132. {
  10133. if( !require.itemid[i] )
  10134. continue;
  10135. index[i] = pc_search_inventory(sd,require.itemid[i]);
  10136. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  10137. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  10138. clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  10139. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  10140. clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  10141. else
  10142. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  10143. return 0;
  10144. }
  10145. }
  10146. return 1;
  10147. }
  10148. // type&2: consume items (after skill was used)
  10149. // type&1: consume the others (before skill was used)
  10150. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  10151. {
  10152. int n,i;
  10153. struct skill_condition req;
  10154. nullpo_ret(sd);
  10155. req = skill_get_requirement(sd,skill,lv);
  10156. if( type&1 )
  10157. {
  10158. if( skill == CG_TAROTCARD || sd->state.autocast )
  10159. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  10160. if(req.hp || req.sp)
  10161. status_zap(&sd->bl, req.hp, req.sp);
  10162. if(req.spiritball > 0)
  10163. pc_delspiritball(sd,req.spiritball,0);
  10164. if(req.zeny > 0)
  10165. {
  10166. if( skill == NJ_ZENYNAGE )
  10167. req.zeny = 0; //Zeny is reduced on skill_attack.
  10168. if( sd->status.zeny < req.zeny )
  10169. req.zeny = sd->status.zeny;
  10170. pc_payzeny(sd,req.zeny);
  10171. }
  10172. }
  10173. if( type&2 )
  10174. {
  10175. struct status_change *sc = &sd->sc;
  10176. if( !sc->count )
  10177. sc = NULL;
  10178. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  10179. {
  10180. if( !req.itemid[i] )
  10181. continue;
  10182. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  10183. continue; //Gemstones are checked, but not substracted from inventory.
  10184. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  10185. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  10186. }
  10187. }
  10188. return 1;
  10189. }
  10190. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  10191. {
  10192. struct skill_condition req;
  10193. struct status_data *status;
  10194. struct status_change *sc;
  10195. int i,j,hp_rate,sp_rate;
  10196. memset(&req,0,sizeof(req));
  10197. if( !sd )
  10198. return req;
  10199. if( sd->skillitem == skill )
  10200. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  10201. sc = &sd->sc;
  10202. if( !sc->count )
  10203. sc = NULL;
  10204. switch( skill )
  10205. { // Turn off check.
  10206. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  10207. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  10208. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  10209. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  10210. if( sc && sc->data[status_skill2sc(skill)] )
  10211. return req;
  10212. }
  10213. j = skill_get_index(skill);
  10214. if( j == 0 ) // invalid skill id
  10215. return req;
  10216. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  10217. return req;
  10218. status = &sd->battle_status;
  10219. req.hp = skill_db[j].hp[lv-1];
  10220. hp_rate = skill_db[j].hp_rate[lv-1];
  10221. if(hp_rate > 0)
  10222. req.hp += (status->hp * hp_rate)/100;
  10223. else
  10224. req.hp += (status->max_hp * (-hp_rate))/100;
  10225. req.sp = skill_db[j].sp[lv-1];
  10226. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  10227. req.sp /= 2;
  10228. sp_rate = skill_db[j].sp_rate[lv-1];
  10229. if(sp_rate > 0)
  10230. req.sp += (status->sp * sp_rate)/100;
  10231. else
  10232. req.sp += (status->max_sp * (-sp_rate))/100;
  10233. if( sd->dsprate!=100 )
  10234. req.sp = req.sp * sd->dsprate / 100;
  10235. req.zeny = skill_db[j].zeny[lv-1];
  10236. req.spiritball = skill_db[j].spiritball[lv-1];
  10237. req.state = skill_db[j].state;
  10238. req.mhp = skill_db[j].mhp[lv-1];
  10239. req.weapon = skill_db[j].weapon;
  10240. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  10241. if (req.ammo_qty)
  10242. req.ammo = skill_db[j].ammo;
  10243. if (!req.ammo && skill && skill_isammotype(sd, skill))
  10244. { //Assume this skill is using the weapon, therefore it requires arrows.
  10245. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  10246. req.ammo_qty = 1;
  10247. }
  10248. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  10249. {
  10250. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  10251. continue;
  10252. switch( skill )
  10253. {
  10254. case AM_CALLHOMUN:
  10255. if (sd->status.hom_id) //Don't delete items when hom is already out.
  10256. continue;
  10257. break;
  10258. case NC_SHAPESHIFT:
  10259. if( i < 4 )
  10260. continue;
  10261. break;
  10262. case WZ_FIREPILLAR: // celest
  10263. if (lv <= 5) // no gems required at level 1-5
  10264. continue;
  10265. break;
  10266. }
  10267. req.itemid[i] = skill_db[j].itemid[i];
  10268. req.amount[i] = skill_db[j].amount[i];
  10269. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  10270. {
  10271. if( sd->special_state.no_gemstone )
  10272. { //Make it substract 1 gem rather than skipping the cost.
  10273. if( --req.amount[i] < 1 )
  10274. req.itemid[i] = 0;
  10275. }
  10276. if(sc && sc->data[SC_INTOABYSS])
  10277. {
  10278. if( skill != SA_ABRACADABRA )
  10279. req.itemid[i] = req.amount[i] = 0;
  10280. else if( --req.amount[i] < 1 )
  10281. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  10282. }
  10283. }
  10284. }
  10285. // Check for cost reductions due to skills & SCs
  10286. switch(skill) {
  10287. case MC_MAMMONITE:
  10288. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  10289. req.zeny -= req.zeny*10/100;
  10290. break;
  10291. case AL_HOLYLIGHT:
  10292. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  10293. req.sp *= 5;
  10294. break;
  10295. case SL_SMA:
  10296. case SL_STUN:
  10297. case SL_STIN:
  10298. {
  10299. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  10300. if(kaina_lv==0 || sd->status.base_level<70)
  10301. break;
  10302. if(sd->status.base_level>=90)
  10303. req.sp -= req.sp*7*kaina_lv/100;
  10304. else if(sd->status.base_level>=80)
  10305. req.sp -= req.sp*5*kaina_lv/100;
  10306. else if(sd->status.base_level>=70)
  10307. req.sp -= req.sp*3*kaina_lv/100;
  10308. }
  10309. break;
  10310. case MO_TRIPLEATTACK:
  10311. case MO_CHAINCOMBO:
  10312. case MO_COMBOFINISH:
  10313. case CH_TIGERFIST:
  10314. case CH_CHAINCRUSH:
  10315. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  10316. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  10317. break;
  10318. case MO_BODYRELOCATION:
  10319. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  10320. req.spiritball = 0;
  10321. break;
  10322. case MO_EXTREMITYFIST:
  10323. if( sc )
  10324. {
  10325. if( sc->data[SC_BLADESTOP] )
  10326. req.spiritball--;
  10327. else if( sc->data[SC_COMBO] )
  10328. {
  10329. switch( sc->data[SC_COMBO]->val1 )
  10330. {
  10331. case MO_COMBOFINISH:
  10332. req.spiritball = 4;
  10333. break;
  10334. case CH_TIGERFIST:
  10335. req.spiritball = 3;
  10336. break;
  10337. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  10338. req.spiritball = sd->spiritball?sd->spiritball:1;
  10339. break;
  10340. }
  10341. }
  10342. }
  10343. break;
  10344. }
  10345. return req;
  10346. }
  10347. /*==========================================
  10348. * Does cast-time reductions based on dex, item bonuses and config setting
  10349. *------------------------------------------*/
  10350. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  10351. {
  10352. int time = skill_get_cast(skill_id, skill_lv);
  10353. struct map_session_data *sd;
  10354. nullpo_ret(bl);
  10355. sd = BL_CAST(BL_PC, bl);
  10356. // calculate base cast time (reduced by dex)
  10357. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  10358. int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC;
  10359. if( scale > 0 ) // not instant cast
  10360. time = time * scale / CONST_CASTRATE_SCALE;
  10361. else
  10362. return 0; // instant cast
  10363. }
  10364. // calculate cast time reduced by item/card bonuses
  10365. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  10366. {
  10367. int i;
  10368. if( sd->castrate != 100 )
  10369. time = time * sd->castrate / 100;
  10370. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  10371. {
  10372. if( sd->skillcast[i].id == skill_id )
  10373. {
  10374. time+= time * sd->skillcast[i].val / 100;
  10375. break;
  10376. }
  10377. }
  10378. }
  10379. // config cast time multiplier
  10380. if (battle_config.cast_rate != 100)
  10381. time = time * battle_config.cast_rate / 100;
  10382. // return final cast time
  10383. return (time > 0) ? time : 0;
  10384. }
  10385. /*==========================================
  10386. * Does cast-time reductions based on sc data.
  10387. *------------------------------------------*/
  10388. int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv)
  10389. {
  10390. struct status_change *sc = status_get_sc(bl);
  10391. #if RECASTING
  10392. int fixed = skill_get_cast(skill_id, skill_lv);
  10393. if( fixed > 1 )
  10394. fixed = fixed * 20 / 100;
  10395. else
  10396. fixed = 0;
  10397. #endif
  10398. if (sc && sc->count) {
  10399. if (sc->data[SC_SLOWCAST])
  10400. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  10401. if (sc->data[SC_SUFFRAGIUM]) {
  10402. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  10403. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  10404. }
  10405. if (sc->data[SC_MEMORIZE]) {
  10406. time>>=1;
  10407. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  10408. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  10409. }
  10410. if (sc->data[SC_POEMBRAGI])
  10411. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  10412. #if RECASTING
  10413. /**
  10414. * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%)
  10415. **/
  10416. if( sc->data[SC_SECRAMENT] )
  10417. fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
  10418. #endif
  10419. }
  10420. #if RECASTING
  10421. /**
  10422. * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills
  10423. **/
  10424. if( bl->type == BL_PC && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill((TBL_PC*)bl, WL_RADIUS) ) )
  10425. fixed -= fixed * (5+(skill_lv*5)) / 100;
  10426. return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0;
  10427. #else
  10428. return (time > 0) ? time : 0;
  10429. #endif
  10430. }
  10431. /*==========================================
  10432. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  10433. *------------------------------------------*/
  10434. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  10435. {
  10436. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  10437. int time = skill_get_delay(skill_id, skill_lv);
  10438. struct map_session_data *sd;
  10439. struct status_change *sc = status_get_sc(bl);
  10440. nullpo_ret(bl);
  10441. sd = BL_CAST(BL_PC, bl);
  10442. if (skill_id == SA_ABRACADABRA)
  10443. return 0; //Will use picked skill's delay.
  10444. if (bl->type&battle_config.no_skill_delay)
  10445. return battle_config.min_skill_delay_limit;
  10446. if (time < 0)
  10447. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  10448. // Delay reductions
  10449. switch (skill_id)
  10450. { //Monk combo skills have their delay reduced by agi/dex.
  10451. case MO_TRIPLEATTACK:
  10452. case MO_CHAINCOMBO:
  10453. case MO_COMBOFINISH:
  10454. case CH_TIGERFIST:
  10455. case CH_CHAINCRUSH:
  10456. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  10457. break;
  10458. case HP_BASILICA:
  10459. if( sc && !sc->data[SC_BASILICA] )
  10460. time = 0; // There is no Delay on Basilica creation, only on cancel
  10461. break;
  10462. default:
  10463. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  10464. { // if skill delay is allowed to be reduced by dex
  10465. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  10466. if (scale > 0)
  10467. time = time * scale / battle_config.castrate_dex_scale;
  10468. else //To be capped later to minimum.
  10469. time = 0;
  10470. }
  10471. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  10472. { // if skill delay is allowed to be reduced by agi
  10473. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  10474. if (scale > 0)
  10475. time = time * scale / battle_config.castrate_dex_scale;
  10476. else //To be capped later to minimum.
  10477. time = 0;
  10478. }
  10479. }
  10480. if ( sc && sc->data[SC_SPIRIT] )
  10481. {
  10482. switch (skill_id) {
  10483. case CR_SHIELDBOOMERANG:
  10484. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  10485. time /= 2;
  10486. break;
  10487. case AS_SONICBLOW:
  10488. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  10489. time /= 2;
  10490. break;
  10491. }
  10492. }
  10493. if (!(delaynodex&2))
  10494. {
  10495. if (sc && sc->count) {
  10496. if (sc->data[SC_POEMBRAGI])
  10497. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  10498. }
  10499. }
  10500. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  10501. time = time * sd->delayrate / 100;
  10502. if (battle_config.delay_rate != 100)
  10503. time = time * battle_config.delay_rate / 100;
  10504. if (time < status_get_amotion(bl))
  10505. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  10506. return max(time, battle_config.min_skill_delay_limit);
  10507. }
  10508. /*=========================================
  10509. *
  10510. *-----------------------------------------*/
  10511. struct square {
  10512. int val1[5];
  10513. int val2[5];
  10514. };
  10515. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  10516. {
  10517. nullpo_retv(tc);
  10518. if(dir == 0){
  10519. tc->val1[0]=x-2;
  10520. tc->val1[1]=x-1;
  10521. tc->val1[2]=x;
  10522. tc->val1[3]=x+1;
  10523. tc->val1[4]=x+2;
  10524. tc->val2[0]=
  10525. tc->val2[1]=
  10526. tc->val2[2]=
  10527. tc->val2[3]=
  10528. tc->val2[4]=y-1;
  10529. }
  10530. else if(dir==2){
  10531. tc->val1[0]=
  10532. tc->val1[1]=
  10533. tc->val1[2]=
  10534. tc->val1[3]=
  10535. tc->val1[4]=x+1;
  10536. tc->val2[0]=y+2;
  10537. tc->val2[1]=y+1;
  10538. tc->val2[2]=y;
  10539. tc->val2[3]=y-1;
  10540. tc->val2[4]=y-2;
  10541. }
  10542. else if(dir==4){
  10543. tc->val1[0]=x-2;
  10544. tc->val1[1]=x-1;
  10545. tc->val1[2]=x;
  10546. tc->val1[3]=x+1;
  10547. tc->val1[4]=x+2;
  10548. tc->val2[0]=
  10549. tc->val2[1]=
  10550. tc->val2[2]=
  10551. tc->val2[3]=
  10552. tc->val2[4]=y+1;
  10553. }
  10554. else if(dir==6){
  10555. tc->val1[0]=
  10556. tc->val1[1]=
  10557. tc->val1[2]=
  10558. tc->val1[3]=
  10559. tc->val1[4]=x-1;
  10560. tc->val2[0]=y+2;
  10561. tc->val2[1]=y+1;
  10562. tc->val2[2]=y;
  10563. tc->val2[3]=y-1;
  10564. tc->val2[4]=y-2;
  10565. }
  10566. else if(dir==1){
  10567. tc->val1[0]=x-1;
  10568. tc->val1[1]=x;
  10569. tc->val1[2]=x+1;
  10570. tc->val1[3]=x+2;
  10571. tc->val1[4]=x+3;
  10572. tc->val2[0]=y-4;
  10573. tc->val2[1]=y-3;
  10574. tc->val2[2]=y-1;
  10575. tc->val2[3]=y;
  10576. tc->val2[4]=y+1;
  10577. }
  10578. else if(dir==3){
  10579. tc->val1[0]=x+3;
  10580. tc->val1[1]=x+2;
  10581. tc->val1[2]=x+1;
  10582. tc->val1[3]=x;
  10583. tc->val1[4]=x-1;
  10584. tc->val2[0]=y-1;
  10585. tc->val2[1]=y;
  10586. tc->val2[2]=y+1;
  10587. tc->val2[3]=y+2;
  10588. tc->val2[4]=y+3;
  10589. }
  10590. else if(dir==5){
  10591. tc->val1[0]=x+1;
  10592. tc->val1[1]=x;
  10593. tc->val1[2]=x-1;
  10594. tc->val1[3]=x-2;
  10595. tc->val1[4]=x-3;
  10596. tc->val2[0]=y+3;
  10597. tc->val2[1]=y+2;
  10598. tc->val2[2]=y+1;
  10599. tc->val2[3]=y;
  10600. tc->val2[4]=y-1;
  10601. }
  10602. else if(dir==7){
  10603. tc->val1[0]=x-3;
  10604. tc->val1[1]=x-2;
  10605. tc->val1[2]=x-1;
  10606. tc->val1[3]=x;
  10607. tc->val1[4]=x+1;
  10608. tc->val2[1]=y;
  10609. tc->val2[0]=y+1;
  10610. tc->val2[2]=y-1;
  10611. tc->val2[3]=y-2;
  10612. tc->val2[4]=y-3;
  10613. }
  10614. }
  10615. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  10616. {
  10617. int c;
  10618. nullpo_retv(tc);
  10619. for( c = 0; c < 5; c++ )
  10620. {
  10621. switch( dir )
  10622. {
  10623. case 0: tc->val2[c]+=are; break;
  10624. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  10625. case 2: tc->val1[c]-=are; break;
  10626. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  10627. case 4: tc->val2[c]-=are; break;
  10628. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  10629. case 6: tc->val1[c]+=are; break;
  10630. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  10631. }
  10632. }
  10633. }
  10634. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  10635. {
  10636. int c,n=4;
  10637. int dir = map_calc_dir(src,bl->x,bl->y);
  10638. struct square tc;
  10639. int x=bl->x,y=bl->y;
  10640. skill_brandishspear_first(&tc,dir,x,y);
  10641. skill_brandishspear_dir(&tc,dir,4);
  10642. skill_area_temp[1] = bl->id;
  10643. if(skilllv > 9){
  10644. for(c=1;c<4;c++){
  10645. map_foreachincell(skill_area_sub,
  10646. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10647. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10648. skill_castend_damage_id);
  10649. }
  10650. }
  10651. if(skilllv > 6){
  10652. skill_brandishspear_dir(&tc,dir,-1);
  10653. n--;
  10654. }else{
  10655. skill_brandishspear_dir(&tc,dir,-2);
  10656. n-=2;
  10657. }
  10658. if(skilllv > 3){
  10659. for(c=0;c<5;c++){
  10660. map_foreachincell(skill_area_sub,
  10661. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10662. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10663. skill_castend_damage_id);
  10664. if(skilllv > 6 && n==3 && c==4){
  10665. skill_brandishspear_dir(&tc,dir,-1);
  10666. n--;c=-1;
  10667. }
  10668. }
  10669. }
  10670. for(c=0;c<10;c++){
  10671. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  10672. map_foreachincell(skill_area_sub,
  10673. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  10674. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  10675. skill_castend_damage_id);
  10676. }
  10677. }
  10678. /*==========================================
  10679. * Weapon Repair [Celest/DracoRPG]
  10680. *------------------------------------------*/
  10681. void skill_repairweapon (struct map_session_data *sd, int idx)
  10682. {
  10683. int material;
  10684. int materials[4] = { 1002, 998, 999, 756 };
  10685. struct item *item;
  10686. struct map_session_data *target_sd;
  10687. nullpo_retv(sd);
  10688. target_sd = map_id2sd(sd->menuskill_val);
  10689. if (!target_sd) //Failed....
  10690. return;
  10691. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  10692. return;
  10693. if(idx < 0 || idx >= MAX_INVENTORY)
  10694. return; //Invalid index??
  10695. item = &target_sd->status.inventory[idx];
  10696. if(item->nameid <= 0 || item->attribute == 0)
  10697. return; //Again invalid item....
  10698. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  10699. clif_item_repaireffect(sd,item->nameid,1);
  10700. return;
  10701. }
  10702. if (itemdb_type(item->nameid)==IT_WEAPON)
  10703. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  10704. else
  10705. material = materials [2]; // Armors consume 1 Steel
  10706. if (pc_search_inventory(sd,material) < 0 ) {
  10707. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  10708. return;
  10709. }
  10710. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  10711. item->attribute=0;
  10712. clif_equiplist(target_sd);
  10713. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  10714. clif_item_repaireffect(sd,item->nameid,0);
  10715. if(sd!=target_sd)
  10716. clif_item_repaireffect(target_sd,item->nameid,0);
  10717. }
  10718. /*==========================================
  10719. * Item Appraisal
  10720. *------------------------------------------*/
  10721. void skill_identify (struct map_session_data *sd, int idx)
  10722. {
  10723. int flag=1;
  10724. nullpo_retv(sd);
  10725. if(idx >= 0 && idx < MAX_INVENTORY) {
  10726. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  10727. flag=0;
  10728. sd->status.inventory[idx].identify=1;
  10729. }
  10730. }
  10731. clif_item_identified(sd,idx,flag);
  10732. }
  10733. /*==========================================
  10734. * Weapon Refine [Celest]
  10735. *------------------------------------------*/
  10736. void skill_weaponrefine (struct map_session_data *sd, int idx)
  10737. {
  10738. int i = 0, ep = 0, per;
  10739. int material[5] = { 0, 1010, 1011, 984, 984 };
  10740. struct item *item;
  10741. nullpo_retv(sd);
  10742. if (idx >= 0 && idx < MAX_INVENTORY)
  10743. {
  10744. struct item_data *ditem = sd->inventory_data[idx];
  10745. item = &sd->status.inventory[idx];
  10746. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  10747. {
  10748. if( item->refine >= sd->menuskill_val
  10749. || item->refine >= MAX_REFINE // if it's no longer refineable
  10750. || ditem->flag.no_refine // if the item isn't refinable
  10751. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  10752. {
  10753. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  10754. return;
  10755. }
  10756. per = percentrefinery [ditem->wlv][(int)item->refine];
  10757. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  10758. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  10759. if (per > rand() % 100) {
  10760. log_pick_pc(sd, LOG_TYPE_OTHER, item->nameid, -1, item);
  10761. item->refine++;
  10762. log_pick_pc(sd, LOG_TYPE_OTHER, item->nameid, 1, item);
  10763. if(item->equip) {
  10764. ep = item->equip;
  10765. pc_unequipitem(sd,idx,3);
  10766. }
  10767. clif_refine(sd->fd,0,idx,item->refine);
  10768. clif_delitem(sd,idx,1,3);
  10769. clif_additem(sd,idx,1,0);
  10770. if (ep)
  10771. pc_equipitem(sd,idx,ep);
  10772. clif_misceffect(&sd->bl,3);
  10773. if(item->refine == MAX_REFINE &&
  10774. item->card[0] == CARD0_FORGE &&
  10775. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  10776. { // Fame point system [DracoRPG]
  10777. switch(ditem->wlv){
  10778. case 1:
  10779. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  10780. break;
  10781. case 2:
  10782. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  10783. break;
  10784. case 3:
  10785. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  10786. break;
  10787. }
  10788. }
  10789. } else {
  10790. item->refine = 0;
  10791. if(item->equip)
  10792. pc_unequipitem(sd,idx,3);
  10793. clif_refine(sd->fd,1,idx,item->refine);
  10794. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  10795. clif_misceffect(&sd->bl,2);
  10796. clif_emotion(&sd->bl, E_OMG);
  10797. }
  10798. }
  10799. }
  10800. }
  10801. /*==========================================
  10802. *
  10803. *------------------------------------------*/
  10804. int skill_autospell (struct map_session_data *sd, int skillid)
  10805. {
  10806. int skilllv;
  10807. int maxlv=1,lv;
  10808. nullpo_ret(sd);
  10809. skilllv = sd->menuskill_val;
  10810. lv=pc_checkskill(sd,skillid);
  10811. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  10812. if(skillid==MG_NAPALMBEAT) maxlv=3;
  10813. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  10814. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  10815. maxlv =10; //Soul Linker bonus. [Skotlex]
  10816. else if(skilllv==2) maxlv=1;
  10817. else if(skilllv==3) maxlv=2;
  10818. else if(skilllv>=4) maxlv=3;
  10819. }
  10820. else if(skillid==MG_SOULSTRIKE){
  10821. if(skilllv==5) maxlv=1;
  10822. else if(skilllv==6) maxlv=2;
  10823. else if(skilllv>=7) maxlv=3;
  10824. }
  10825. else if(skillid==MG_FIREBALL){
  10826. if(skilllv==8) maxlv=1;
  10827. else if(skilllv>=9) maxlv=2;
  10828. }
  10829. else if(skillid==MG_FROSTDIVER) maxlv=1;
  10830. else return 0;
  10831. if(maxlv > lv)
  10832. maxlv = lv;
  10833. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  10834. skill_get_time(SA_AUTOSPELL,skilllv));
  10835. return 0;
  10836. }
  10837. /*==========================================
  10838. * Sitting skills functions.
  10839. *------------------------------------------*/
  10840. static int skill_sit_count (struct block_list *bl, va_list ap)
  10841. {
  10842. struct map_session_data *sd;
  10843. int type =va_arg(ap,int);
  10844. sd=(struct map_session_data*)bl;
  10845. if(!pc_issit(sd))
  10846. return 0;
  10847. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10848. return 1;
  10849. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  10850. return 1;
  10851. return 0;
  10852. }
  10853. static int skill_sit_in (struct block_list *bl, va_list ap)
  10854. {
  10855. struct map_session_data *sd;
  10856. int type =va_arg(ap,int);
  10857. sd=(struct map_session_data*)bl;
  10858. if(!pc_issit(sd))
  10859. return 0;
  10860. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10861. sd->state.gangsterparadise=1;
  10862. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  10863. {
  10864. sd->state.rest=1;
  10865. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10866. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10867. }
  10868. return 0;
  10869. }
  10870. static int skill_sit_out (struct block_list *bl, va_list ap)
  10871. {
  10872. struct map_session_data *sd;
  10873. int type =va_arg(ap,int);
  10874. sd=(struct map_session_data*)bl;
  10875. if(sd->state.gangsterparadise && type&1)
  10876. sd->state.gangsterparadise=0;
  10877. if(sd->state.rest && type&2) {
  10878. sd->state.rest=0;
  10879. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10880. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10881. }
  10882. return 0;
  10883. }
  10884. int skill_sit (struct map_session_data *sd, int type)
  10885. {
  10886. int flag = 0;
  10887. int range = 0, lv;
  10888. nullpo_ret(sd);
  10889. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  10890. flag|=1;
  10891. range = skill_get_splash(RG_GANGSTER, lv);
  10892. }
  10893. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  10894. flag|=2;
  10895. range = skill_get_splash(TK_HPTIME, lv);
  10896. }
  10897. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  10898. flag|=2;
  10899. range = skill_get_splash(TK_SPTIME, lv);
  10900. }
  10901. if (!flag) return 0;
  10902. if(type) {
  10903. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  10904. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  10905. } else {
  10906. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  10907. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  10908. }
  10909. return 0;
  10910. }
  10911. /*==========================================
  10912. *
  10913. *------------------------------------------*/
  10914. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  10915. {
  10916. struct block_list *src;
  10917. int skillnum,skilllv;
  10918. unsigned int tick;
  10919. nullpo_ret(bl);
  10920. nullpo_ret(src=va_arg(ap,struct block_list*));
  10921. skillnum=va_arg(ap,int);
  10922. skilllv=va_arg(ap,int);
  10923. if(skilllv <= 0) return 0;
  10924. tick=va_arg(ap,unsigned int);
  10925. if (src == bl || status_isdead(bl))
  10926. return 0;
  10927. if (bl->type == BL_PC) {
  10928. struct map_session_data *sd = (struct map_session_data *)bl;
  10929. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  10930. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  10931. }
  10932. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  10933. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  10934. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10935. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  10936. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10937. return 0;
  10938. }
  10939. /*==========================================
  10940. *
  10941. *------------------------------------------*/
  10942. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  10943. {
  10944. int range = skill_get_unit_range(skill_num,skill_lv);
  10945. int x,y;
  10946. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  10947. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  10948. map_setcell(src->bl.m, x, y, cell, flag);
  10949. }
  10950. /*==========================================
  10951. *
  10952. *------------------------------------------*/
  10953. int skill_attack_area (struct block_list *bl, va_list ap)
  10954. {
  10955. struct block_list *src,*dsrc;
  10956. int atk_type,skillid,skilllv,flag,type;
  10957. unsigned int tick;
  10958. if(status_isdead(bl))
  10959. return 0;
  10960. atk_type = va_arg(ap,int);
  10961. src=va_arg(ap,struct block_list*);
  10962. dsrc=va_arg(ap,struct block_list*);
  10963. skillid=va_arg(ap,int);
  10964. skilllv=va_arg(ap,int);
  10965. tick=va_arg(ap,unsigned int);
  10966. flag=va_arg(ap,int);
  10967. type=va_arg(ap,int);
  10968. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  10969. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10970. if(battle_check_target(dsrc,bl,type) <= 0 ||
  10971. !status_check_skilluse(NULL, bl, skillid, 2))
  10972. return 0;
  10973. switch (skillid) {
  10974. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  10975. case NPC_ACIDBREATH:
  10976. case NPC_DARKNESSBREATH:
  10977. case NPC_FIREBREATH:
  10978. case NPC_ICEBREATH:
  10979. case NPC_THUNDERBREATH:
  10980. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10981. default:
  10982. //Area-splash, disable skill animation.
  10983. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  10984. }
  10985. }
  10986. /*==========================================
  10987. *
  10988. *------------------------------------------*/
  10989. int skill_clear_group (struct block_list *bl, int flag)
  10990. {
  10991. struct unit_data *ud = unit_bl2ud(bl);
  10992. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  10993. int i, count=0;
  10994. nullpo_ret(bl);
  10995. if (!ud) return 0;
  10996. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  10997. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  10998. {
  10999. switch (ud->skillunit[i]->skill_id) {
  11000. case SA_DELUGE:
  11001. case SA_VOLCANO:
  11002. case SA_VIOLENTGALE:
  11003. case SA_LANDPROTECTOR:
  11004. case NJ_SUITON:
  11005. case NJ_KAENSIN:
  11006. if (flag&1)
  11007. group[count++]= ud->skillunit[i];
  11008. break;
  11009. default:
  11010. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  11011. group[count++]= ud->skillunit[i];
  11012. break;
  11013. }
  11014. }
  11015. for (i=0;i<count;i++)
  11016. skill_delunitgroup(group[i]);
  11017. return count;
  11018. }
  11019. /*==========================================
  11020. * Returns the first element field found [Skotlex]
  11021. *------------------------------------------*/
  11022. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  11023. {
  11024. struct unit_data *ud = unit_bl2ud(bl);
  11025. int i;
  11026. nullpo_ret(bl);
  11027. if (!ud) return NULL;
  11028. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  11029. switch (ud->skillunit[i]->skill_id) {
  11030. case SA_DELUGE:
  11031. case SA_VOLCANO:
  11032. case SA_VIOLENTGALE:
  11033. case SA_LANDPROTECTOR:
  11034. case NJ_SUITON:
  11035. return ud->skillunit[i];
  11036. }
  11037. }
  11038. return NULL;
  11039. }
  11040. // for graffiti cleaner [Valaris]
  11041. int skill_graffitiremover (struct block_list *bl, va_list ap)
  11042. {
  11043. struct skill_unit *unit=NULL;
  11044. nullpo_ret(bl);
  11045. nullpo_ret(ap);
  11046. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  11047. return 0;
  11048. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  11049. skill_delunit(unit);
  11050. return 0;
  11051. }
  11052. int skill_greed (struct block_list *bl, va_list ap)
  11053. {
  11054. struct block_list *src;
  11055. struct map_session_data *sd=NULL;
  11056. struct flooritem_data *fitem=NULL;
  11057. nullpo_ret(bl);
  11058. nullpo_ret(src = va_arg(ap, struct block_list *));
  11059. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  11060. pc_takeitem(sd, fitem);
  11061. return 0;
  11062. }
  11063. //For Ranger's Detonator [Jobbie/3CeAM]
  11064. int skill_detonator(struct block_list *bl, va_list ap)
  11065. {
  11066. struct skill_unit *unit=NULL;
  11067. struct block_list *src;
  11068. int unit_id;
  11069. nullpo_ret(bl);
  11070. nullpo_ret(ap);
  11071. src = va_arg(ap,struct block_list *);
  11072. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  11073. return 0;
  11074. if( unit->group->src_id != src->id )
  11075. return 0;
  11076. unit_id = unit->group->unit_id;
  11077. switch( unit_id )
  11078. { //List of Hunter and Ranger Traps that can be detonate.
  11079. case UNT_BLASTMINE:
  11080. case UNT_SANDMAN:
  11081. case UNT_CLAYMORETRAP:
  11082. case UNT_TALKIEBOX:
  11083. case UNT_CLUSTERBOMB:
  11084. case UNT_FIRINGTRAP:
  11085. case UNT_ICEBOUNDTRAP:
  11086. if( unit_id == UNT_TALKIEBOX )
  11087. {
  11088. clif_talkiebox(bl,unit->group->valstr);
  11089. unit->group->val2 = -1;
  11090. }
  11091. else
  11092. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  11093. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  11094. unit->group->unit_id = UNT_USED_TRAPS;
  11095. unit->range = -1;
  11096. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : 1500);
  11097. break;
  11098. }
  11099. return 0;
  11100. }
  11101. /*==========================================
  11102. *
  11103. *------------------------------------------*/
  11104. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  11105. {
  11106. int skillid;
  11107. int *alive;
  11108. struct skill_unit *unit;
  11109. struct block_list *src;
  11110. skillid = va_arg(ap,int);
  11111. alive = va_arg(ap,int *);
  11112. src = va_arg(ap,struct block_list *);
  11113. unit = (struct skill_unit *)bl;
  11114. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  11115. return 0;
  11116. switch (skillid)
  11117. {
  11118. case SA_LANDPROTECTOR:
  11119. if( unit->group->skill_id == SA_LANDPROTECTOR )
  11120. { //Check for offensive Land Protector to delete both. [Skotlex]
  11121. (*alive) = 0;
  11122. skill_delunit(unit);
  11123. return 1;
  11124. }
  11125. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  11126. { //It deletes everything except songs/dances and traps
  11127. skill_delunit(unit);
  11128. return 1;
  11129. }
  11130. break;
  11131. case HW_GANBANTEIN:
  11132. case LG_EARTHDRIVE:
  11133. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  11134. skill_delunit(unit);
  11135. return 1;
  11136. }
  11137. break;
  11138. case SA_VOLCANO:
  11139. case SA_DELUGE:
  11140. case SA_VIOLENTGALE:
  11141. // The official implementation makes them fail to appear when casted on top of ANYTHING
  11142. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  11143. // hence, I leave the alternate implementation here, commented. [Skotlex]
  11144. if (unit->range <= 0)
  11145. {
  11146. (*alive) = 0;
  11147. return 1;
  11148. }
  11149. /*
  11150. switch (unit->group->skill_id)
  11151. { //These cannot override each other.
  11152. case SA_VOLCANO:
  11153. case SA_DELUGE:
  11154. case SA_VIOLENTGALE:
  11155. (*alive) = 0;
  11156. return 1;
  11157. }
  11158. */
  11159. break;
  11160. case PF_FOGWALL:
  11161. switch(unit->group->skill_id)
  11162. {
  11163. case SA_VOLCANO: //Can't be placed on top of these
  11164. case SA_VIOLENTGALE:
  11165. (*alive) = 0;
  11166. return 1;
  11167. case SA_DELUGE:
  11168. case NJ_SUITON:
  11169. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  11170. (*alive) = 2;
  11171. break;
  11172. }
  11173. break;
  11174. case HP_BASILICA:
  11175. if (unit->group->skill_id == HP_BASILICA)
  11176. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  11177. (*alive) = 0;
  11178. return 1;
  11179. }
  11180. break;
  11181. }
  11182. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  11183. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  11184. { //It deletes everything except songs/dances/traps
  11185. (*alive) = 0;
  11186. return 1;
  11187. }
  11188. return 0;
  11189. }
  11190. /*==========================================
  11191. *
  11192. *------------------------------------------*/
  11193. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  11194. {
  11195. struct mob_data* md;
  11196. struct unit_data*ud = unit_bl2ud(bl);
  11197. struct block_list *from_bl;
  11198. struct block_list *to_bl;
  11199. md = (struct mob_data*)bl;
  11200. from_bl = va_arg(ap,struct block_list *);
  11201. to_bl = va_arg(ap,struct block_list *);
  11202. if(ud && ud->target == from_bl->id)
  11203. ud->target = to_bl->id;
  11204. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  11205. md->target_id = to_bl->id;
  11206. return 0;
  11207. }
  11208. /*==========================================
  11209. *
  11210. *------------------------------------------*/
  11211. static int skill_trap_splash (struct block_list *bl, va_list ap)
  11212. {
  11213. struct block_list *src;
  11214. int tick;
  11215. struct skill_unit *unit;
  11216. struct skill_unit_group *sg;
  11217. struct block_list *ss;
  11218. src = va_arg(ap,struct block_list *);
  11219. unit = (struct skill_unit *)src;
  11220. tick = va_arg(ap,int);
  11221. if( !unit->alive || bl->prev == NULL )
  11222. return 0;
  11223. nullpo_ret(sg = unit->group);
  11224. nullpo_ret(ss = map_id2bl(sg->src_id));
  11225. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  11226. return 0;
  11227. switch(sg->unit_id){
  11228. case UNT_SHOCKWAVE:
  11229. case UNT_SANDMAN:
  11230. case UNT_FLASHER:
  11231. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  11232. break;
  11233. case UNT_GROUNDDRIFT_WIND:
  11234. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  11235. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  11236. break;
  11237. case UNT_GROUNDDRIFT_DARK:
  11238. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  11239. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  11240. break;
  11241. case UNT_GROUNDDRIFT_POISON:
  11242. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  11243. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  11244. break;
  11245. case UNT_GROUNDDRIFT_WATER:
  11246. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  11247. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  11248. break;
  11249. case UNT_GROUNDDRIFT_FIRE:
  11250. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  11251. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  11252. break;
  11253. case UNT_ELECTRICSHOCKER:
  11254. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  11255. break;
  11256. case UNT_FIRINGTRAP:
  11257. case UNT_ICEBOUNDTRAP:
  11258. case UNT_CLUSTERBOMB:
  11259. if(skill_attack(BF_MISC,ss,bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  11260. clif_skill_damage(bl,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  11261. break;
  11262. default:
  11263. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  11264. break;
  11265. }
  11266. return 1;
  11267. }
  11268. /*==========================================
  11269. *
  11270. *------------------------------------------*/
  11271. int skill_enchant_elemental_end (struct block_list *bl, int type)
  11272. {
  11273. struct status_change *sc;
  11274. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  11275. int i;
  11276. nullpo_ret(bl);
  11277. nullpo_ret(sc= status_get_sc(bl));
  11278. if (!sc->count) return 0;
  11279. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11280. if (type != scs[i] && sc->data[scs[i]])
  11281. status_change_end(bl, scs[i], INVALID_TIMER);
  11282. return 0;
  11283. }
  11284. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  11285. {
  11286. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  11287. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  11288. bool wall = true;
  11289. int i;
  11290. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  11291. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  11292. { //Check for walls.
  11293. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  11294. if( i == 8 )
  11295. wall = false;
  11296. }
  11297. if( sce )
  11298. {
  11299. if( !wall )
  11300. {
  11301. if( sce->val1 < 3 ) //End cloaking.
  11302. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11303. else
  11304. if( sce->val4&1 )
  11305. { //Remove wall bonus
  11306. sce->val4&=~1;
  11307. status_calc_bl(bl,SCB_SPEED);
  11308. }
  11309. }
  11310. else
  11311. {
  11312. if( !(sce->val4&1) )
  11313. { //Add wall speed bonus
  11314. sce->val4|=1;
  11315. status_calc_bl(bl,SCB_SPEED);
  11316. }
  11317. }
  11318. }
  11319. return wall;
  11320. }
  11321. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  11322. {
  11323. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  11324. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  11325. bool wall = true;
  11326. int i;
  11327. if( bl->type == BL_PC )
  11328. { //Check for walls.
  11329. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  11330. if( i == 8 )
  11331. wall = false;
  11332. }
  11333. if( sce )
  11334. {
  11335. if( !wall )
  11336. {
  11337. if( sce->val1 < 3 ) //End camouflage.
  11338. status_change_end(bl, SC_CAMOUFLAGE, -1);
  11339. else
  11340. if( sce->val3&1 )
  11341. { //Remove wall bonus
  11342. sce->val3&=~1;
  11343. status_calc_bl(bl,SCB_SPEED);
  11344. }
  11345. }
  11346. }
  11347. return wall;
  11348. }
  11349. /*==========================================
  11350. *
  11351. *------------------------------------------*/
  11352. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  11353. {
  11354. struct skill_unit *unit;
  11355. nullpo_retr(NULL, group);
  11356. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  11357. nullpo_retr(NULL, unit=&group->unit[idx]);
  11358. if(!unit->alive)
  11359. group->alive_count++;
  11360. unit->bl.id=map_get_new_object_id();
  11361. unit->bl.type=BL_SKILL;
  11362. unit->bl.m=group->map;
  11363. unit->bl.x=x;
  11364. unit->bl.y=y;
  11365. unit->group=group;
  11366. unit->alive=1;
  11367. unit->val1=val1;
  11368. unit->val2=val2;
  11369. idb_put(skillunit_db, unit->bl.id, unit);
  11370. map_addiddb(&unit->bl);
  11371. map_addblock(&unit->bl);
  11372. // perform oninit actions
  11373. switch (group->skill_id) {
  11374. case WZ_ICEWALL:
  11375. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  11376. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  11377. break;
  11378. case SA_LANDPROTECTOR:
  11379. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  11380. break;
  11381. case HP_BASILICA:
  11382. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  11383. break;
  11384. /**
  11385. * Ranger
  11386. **/
  11387. case RA_ELECTRICSHOCKER:
  11388. {
  11389. struct block_list* target = map_id2bl(group->val2);
  11390. if( target )
  11391. status_change_end(target, SC_ELECTRICSHOCKER, -1);
  11392. }
  11393. break;
  11394. default:
  11395. if (group->state.song_dance&0x1) //Check for dissonance.
  11396. skill_dance_overlap(unit, 1);
  11397. break;
  11398. }
  11399. clif_skill_setunit(unit);
  11400. return unit;
  11401. }
  11402. /*==========================================
  11403. *
  11404. *------------------------------------------*/
  11405. int skill_delunit (struct skill_unit* unit)
  11406. {
  11407. struct skill_unit_group *group;
  11408. nullpo_ret(unit);
  11409. if( !unit->alive )
  11410. return 0;
  11411. unit->alive=0;
  11412. nullpo_ret(group=unit->group);
  11413. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  11414. skill_dance_overlap(unit, 0);
  11415. // invoke onout event
  11416. if( !unit->range )
  11417. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  11418. // perform ondelete actions
  11419. switch (group->skill_id) {
  11420. case HT_ANKLESNARE:
  11421. {
  11422. struct block_list* target = map_id2bl(group->val2);
  11423. if( target )
  11424. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  11425. }
  11426. break;
  11427. case WZ_ICEWALL:
  11428. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  11429. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  11430. break;
  11431. case SA_LANDPROTECTOR:
  11432. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  11433. break;
  11434. case HP_BASILICA:
  11435. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  11436. break;
  11437. }
  11438. clif_skill_delunit(unit);
  11439. unit->group=NULL;
  11440. map_delblock(&unit->bl); // don't free yet
  11441. map_deliddb(&unit->bl);
  11442. idb_remove(skillunit_db, unit->bl.id);
  11443. if(--group->alive_count==0)
  11444. skill_delunitgroup(group);
  11445. return 0;
  11446. }
  11447. /*==========================================
  11448. *
  11449. *------------------------------------------*/
  11450. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  11451. /// Returns the target skill_unit_group or NULL if not found.
  11452. struct skill_unit_group* skill_id2group(int group_id)
  11453. {
  11454. return (struct skill_unit_group*)idb_get(group_db, group_id);
  11455. }
  11456. static int skill_unit_group_newid = MAX_SKILL_DB;
  11457. /// Returns a new group_id that isn't being used in group_db.
  11458. /// Fatal error if nothing is available.
  11459. static int skill_get_new_group_id(void)
  11460. {
  11461. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  11462. return skill_unit_group_newid++;// available
  11463. {// find next id
  11464. int base_id = skill_unit_group_newid;
  11465. while( base_id != ++skill_unit_group_newid )
  11466. {
  11467. if( skill_unit_group_newid < MAX_SKILL_DB )
  11468. skill_unit_group_newid = MAX_SKILL_DB;
  11469. if( skill_id2group(skill_unit_group_newid) == NULL )
  11470. return skill_unit_group_newid++;// available
  11471. }
  11472. // full loop, nothing available
  11473. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  11474. exit(1);
  11475. }
  11476. }
  11477. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  11478. {
  11479. struct unit_data* ud = unit_bl2ud( src );
  11480. struct skill_unit_group* group;
  11481. int i;
  11482. if(skillid <= 0 || skilllv <= 0) return 0;
  11483. nullpo_retr(NULL, src);
  11484. nullpo_retr(NULL, ud);
  11485. // find a free spot to store the new unit group
  11486. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  11487. if(i == MAX_SKILLUNITGROUP)
  11488. {
  11489. // array is full, make room by discarding oldest group
  11490. int j=0;
  11491. unsigned maxdiff=0,x,tick=gettick();
  11492. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  11493. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  11494. maxdiff=x;
  11495. j=i;
  11496. }
  11497. skill_delunitgroup(ud->skillunit[j]);
  11498. //Since elements must have shifted, we use the last slot.
  11499. i = MAX_SKILLUNITGROUP-1;
  11500. }
  11501. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  11502. group->src_id = src->id;
  11503. group->party_id = status_get_party_id(src);
  11504. group->guild_id = status_get_guild_id(src);
  11505. group->bg_id = bg_team_get_id(src);
  11506. group->group_id = skill_get_new_group_id();
  11507. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  11508. group->unit_count = count;
  11509. group->alive_count = 0;
  11510. group->val1 = 0;
  11511. group->val2 = 0;
  11512. group->val3 = 0;
  11513. group->skill_id = skillid;
  11514. group->skill_lv = skilllv;
  11515. group->unit_id = unit_id;
  11516. group->map = src->m;
  11517. group->limit = limit;
  11518. group->interval = interval;
  11519. group->tick = gettick();
  11520. group->valstr = NULL;
  11521. ud->skillunit[i] = group;
  11522. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  11523. group->tick += 1500;
  11524. idb_put(group_db, group->group_id, group);
  11525. return group;
  11526. }
  11527. /*==========================================
  11528. *
  11529. *------------------------------------------*/
  11530. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  11531. {
  11532. struct block_list* src;
  11533. struct unit_data *ud;
  11534. int i,j;
  11535. if( group == NULL )
  11536. {
  11537. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  11538. return 0;
  11539. }
  11540. src=map_id2bl(group->src_id);
  11541. ud = unit_bl2ud(src);
  11542. if(!src || !ud) {
  11543. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11544. return 0;
  11545. }
  11546. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  11547. {
  11548. struct status_change* sc = status_get_sc(src);
  11549. if (sc && sc->data[SC_DANCING])
  11550. {
  11551. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  11552. status_change_end(src, SC_DANCING, INVALID_TIMER);
  11553. }
  11554. }
  11555. // end Gospel's status change on 'src'
  11556. // (needs to be done when the group is deleted by other means than skill deactivation)
  11557. if (group->unit_id == UNT_GOSPEL) {
  11558. struct status_change *sc = status_get_sc(src);
  11559. if(sc && sc->data[SC_GOSPEL]) {
  11560. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  11561. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11562. }
  11563. }
  11564. switch( group->skill_id ) {
  11565. case SG_SUN_WARM:
  11566. case SG_MOON_WARM:
  11567. case SG_STAR_WARM:
  11568. {
  11569. struct status_change *sc = NULL;
  11570. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  11571. sc->data[SC_WARM]->val4 = 0;
  11572. status_change_end(src, SC_WARM, INVALID_TIMER);
  11573. }
  11574. }
  11575. break;
  11576. case NC_NEUTRALBARRIER:
  11577. {
  11578. struct status_change *sc = NULL;
  11579. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  11580. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  11581. status_change_end(src,SC_NEUTRALBARRIER_MASTER,-1);
  11582. }
  11583. }
  11584. break;
  11585. case NC_STEALTHFIELD:
  11586. {
  11587. struct status_change *sc = NULL;
  11588. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  11589. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  11590. status_change_end(src,SC_STEALTHFIELD_MASTER,-1);
  11591. }
  11592. }
  11593. break;
  11594. case LG_BANDING:
  11595. {
  11596. struct status_change *sc = NULL;
  11597. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  11598. sc->data[SC_BANDING]->val4 = 0;
  11599. status_change_end(src,SC_BANDING,-1);
  11600. }
  11601. }
  11602. break;
  11603. }
  11604. if (src->type==BL_PC && group->state.ammo_consume)
  11605. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  11606. group->alive_count=0;
  11607. // remove all unit cells
  11608. if(group->unit != NULL)
  11609. for( i = 0; i < group->unit_count; i++ )
  11610. skill_delunit(&group->unit[i]);
  11611. // clear Talkie-box string
  11612. if( group->valstr != NULL )
  11613. {
  11614. aFree(group->valstr);
  11615. group->valstr = NULL;
  11616. }
  11617. idb_remove(group_db, group->group_id);
  11618. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  11619. group->unit=NULL;
  11620. group->group_id=0;
  11621. group->unit_count=0;
  11622. // locate this group, swap with the last entry and delete it
  11623. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  11624. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  11625. if( i < MAX_SKILLUNITGROUP )
  11626. {
  11627. ud->skillunit[i] = ud->skillunit[j];
  11628. ud->skillunit[j] = NULL;
  11629. ers_free(skill_unit_ers, group);
  11630. }
  11631. else
  11632. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11633. return 1;
  11634. }
  11635. /*==========================================
  11636. *
  11637. *------------------------------------------*/
  11638. int skill_clear_unitgroup (struct block_list *src)
  11639. {
  11640. struct unit_data *ud = unit_bl2ud(src);
  11641. nullpo_ret(ud);
  11642. while (ud->skillunit[0])
  11643. skill_delunitgroup(ud->skillunit[0]);
  11644. return 1;
  11645. }
  11646. /*==========================================
  11647. *
  11648. *------------------------------------------*/
  11649. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  11650. {
  11651. int i,j=-1,k,s,id;
  11652. struct unit_data *ud;
  11653. struct skill_unit_group_tickset *set;
  11654. nullpo_ret(bl);
  11655. if (group->interval==-1)
  11656. return NULL;
  11657. ud = unit_bl2ud(bl);
  11658. if (!ud) return NULL;
  11659. set = ud->skillunittick;
  11660. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  11661. id = s = group->skill_id;
  11662. else
  11663. id = s = group->group_id;
  11664. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  11665. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  11666. if (set[k].id == id)
  11667. return &set[k];
  11668. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  11669. j=k;
  11670. }
  11671. if (j == -1) {
  11672. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  11673. j = id % MAX_SKILLUNITGROUPTICKSET;
  11674. }
  11675. set[j].id = id;
  11676. set[j].tick = tick;
  11677. return &set[j];
  11678. }
  11679. /*==========================================
  11680. *
  11681. *------------------------------------------*/
  11682. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  11683. {
  11684. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  11685. struct skill_unit_group* group = unit->group;
  11686. unsigned int tick = va_arg(ap,unsigned int);
  11687. if( !unit->alive || bl->prev == NULL )
  11688. return 0;
  11689. nullpo_ret(group);
  11690. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  11691. return 0; //AoE skills are ineffective. [Skotlex]
  11692. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  11693. return 0;
  11694. skill_unit_onplace_timer(unit,bl,tick);
  11695. return 1;
  11696. }
  11697. /*==========================================
  11698. *
  11699. *------------------------------------------*/
  11700. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  11701. {
  11702. struct skill_unit* unit = (struct skill_unit*)data;
  11703. struct skill_unit_group* group = unit->group;
  11704. unsigned int tick = va_arg(ap,unsigned int);
  11705. bool dissonance;
  11706. struct block_list* bl = &unit->bl;
  11707. if( !unit->alive )
  11708. return 0;
  11709. nullpo_ret(group);
  11710. // check for expiration
  11711. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  11712. {// skill unit expired (inlined from skill_unit_onlimit())
  11713. switch( group->unit_id )
  11714. {
  11715. case UNT_BLASTMINE:
  11716. case UNT_GROUNDDRIFT_WIND:
  11717. case UNT_GROUNDDRIFT_DARK:
  11718. case UNT_GROUNDDRIFT_POISON:
  11719. case UNT_GROUNDDRIFT_WATER:
  11720. case UNT_GROUNDDRIFT_FIRE:
  11721. group->unit_id = UNT_USED_TRAPS;
  11722. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  11723. group->limit=DIFF_TICK(tick+1500,group->tick);
  11724. unit->limit=DIFF_TICK(tick+1500,group->tick);
  11725. break;
  11726. case UNT_ANKLESNARE:
  11727. if( group->val2 > 0 ) {
  11728. // Used Trap don't returns back to item
  11729. skill_delunit(unit);
  11730. break;
  11731. }
  11732. case UNT_SKIDTRAP:
  11733. case UNT_LANDMINE:
  11734. case UNT_SHOCKWAVE:
  11735. case UNT_SANDMAN:
  11736. case UNT_FLASHER:
  11737. case UNT_FREEZINGTRAP:
  11738. case UNT_CLAYMORETRAP:
  11739. case UNT_TALKIEBOX:
  11740. case UNT_CLUSTERBOMB:
  11741. case UNT_MAGENTATRAP:
  11742. case UNT_COBALTTRAP:
  11743. case UNT_MAIZETRAP:
  11744. case UNT_VERDURETRAP:
  11745. case UNT_FIRINGTRAP:
  11746. case UNT_ICEBOUNDTRAP:
  11747. {
  11748. struct block_list* src;
  11749. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  11750. { // revert unit back into a trap
  11751. struct item item_tmp;
  11752. memset(&item_tmp,0,sizeof(item_tmp));
  11753. item_tmp.nameid = ITEMID_TRAP;
  11754. item_tmp.identify = 1;
  11755. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  11756. }
  11757. skill_delunit(unit);
  11758. }
  11759. break;
  11760. case UNT_WARP_ACTIVE:
  11761. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  11762. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  11763. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  11764. // restart timers
  11765. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  11766. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  11767. // apply effect to all units standing on it
  11768. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11769. break;
  11770. case UNT_CALLFAMILY:
  11771. {
  11772. struct map_session_data *sd = NULL;
  11773. if(group->val1) {
  11774. sd = map_charid2sd(group->val1);
  11775. group->val1 = 0;
  11776. if (sd && !map[sd->bl.m].flag.nowarp)
  11777. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11778. }
  11779. if(group->val2) {
  11780. sd = map_charid2sd(group->val2);
  11781. group->val2 = 0;
  11782. if (sd && !map[sd->bl.m].flag.nowarp)
  11783. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11784. }
  11785. skill_delunit(unit);
  11786. }
  11787. break;
  11788. default:
  11789. skill_delunit(unit);
  11790. }
  11791. }
  11792. else
  11793. {// skill unit is still active
  11794. switch( group->unit_id )
  11795. {
  11796. case UNT_ICEWALL:
  11797. // icewall loses 50 hp every second
  11798. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  11799. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  11800. unit->limit = DIFF_TICK(tick+700,group->tick);
  11801. break;
  11802. case UNT_SKIDTRAP:
  11803. case UNT_LANDMINE:
  11804. case UNT_SHOCKWAVE:
  11805. case UNT_SANDMAN:
  11806. case UNT_FLASHER:
  11807. case UNT_CLAYMORETRAP:
  11808. case UNT_FREEZINGTRAP:
  11809. case UNT_TALKIEBOX:
  11810. case UNT_ANKLESNARE:
  11811. /**
  11812. * Ranger
  11813. **/
  11814. case UNT_ELECTRICSHOCKER:
  11815. case UNT_CLUSTERBOMB:
  11816. if( unit->val1 <= 0 ) {
  11817. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  11818. skill_delunit(unit);
  11819. else {
  11820. group->unit_id = UNT_USED_TRAPS;
  11821. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  11822. }
  11823. }
  11824. break;
  11825. }
  11826. }
  11827. //Don't continue if unit or even group is expired and has been deleted.
  11828. if( !group || !unit->alive )
  11829. return 0;
  11830. dissonance = skill_dance_switch(unit, 0);
  11831. if( unit->range >= 0 && group->interval != -1 )
  11832. {
  11833. if( battle_config.skill_wall_check )
  11834. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11835. else
  11836. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11837. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  11838. group->unit_id = UNT_USED_TRAPS;
  11839. if( group->unit_id == UNT_TATAMIGAESHI )
  11840. {
  11841. unit->range = -1; //Disable processed cell.
  11842. if (--group->val1 <= 0) // number of live cells
  11843. { //All tiles were processed, disable skill.
  11844. group->target_flag=BCT_NOONE;
  11845. group->bl_flag= BL_NUL;
  11846. }
  11847. }
  11848. }
  11849. if( dissonance ) skill_dance_switch(unit, 1);
  11850. return 0;
  11851. }
  11852. /*==========================================
  11853. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  11854. *------------------------------------------*/
  11855. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  11856. {
  11857. map_freeblock_lock();
  11858. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  11859. map_freeblock_unlock();
  11860. return 0;
  11861. }
  11862. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  11863. /*==========================================
  11864. *
  11865. *------------------------------------------*/
  11866. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  11867. {
  11868. struct skill_unit* unit = (struct skill_unit *)bl;
  11869. struct skill_unit_group* group = unit->group;
  11870. struct block_list* target = va_arg(ap,struct block_list*);
  11871. unsigned int tick = va_arg(ap,unsigned int);
  11872. int flag = va_arg(ap,int);
  11873. bool dissonance;
  11874. int skill_id;
  11875. int i;
  11876. nullpo_ret(group);
  11877. if( !unit->alive || target->prev == NULL )
  11878. return 0;
  11879. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  11880. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  11881. dissonance = skill_dance_switch(unit, 0);
  11882. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11883. skill_id = unit->group->skill_id;
  11884. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  11885. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  11886. if( dissonance ) skill_dance_switch(unit, 1);
  11887. return 0;
  11888. }
  11889. //Target-type check.
  11890. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  11891. {
  11892. if( group->src_id == target->id && group->state.song_dance&0x2 )
  11893. { //Ensemble check to see if they went out/in of the area [Skotlex]
  11894. if( flag&1 )
  11895. {
  11896. if( flag&2 )
  11897. { //Clear this skill id.
  11898. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  11899. if( i < ARRAYLENGTH(skill_unit_temp) )
  11900. skill_unit_temp[i] = 0;
  11901. }
  11902. }
  11903. else
  11904. {
  11905. if( flag&2 )
  11906. { //Store this skill id.
  11907. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11908. if( i < ARRAYLENGTH(skill_unit_temp) )
  11909. skill_unit_temp[i] = skill_id;
  11910. else
  11911. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11912. }
  11913. }
  11914. if( flag&4 )
  11915. skill_unit_onleft(skill_id,target,tick);
  11916. }
  11917. if( dissonance ) skill_dance_switch(unit, 1);
  11918. return 0;
  11919. }
  11920. else
  11921. {
  11922. if( flag&1 )
  11923. {
  11924. int result = skill_unit_onplace(unit,target,tick);
  11925. if( flag&2 && result )
  11926. { //Clear skill ids we have stored in onout.
  11927. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  11928. if( i < ARRAYLENGTH(skill_unit_temp) )
  11929. skill_unit_temp[i] = 0;
  11930. }
  11931. }
  11932. else
  11933. {
  11934. int result = skill_unit_onout(unit,target,tick);
  11935. if( flag&2 && result )
  11936. { //Store this unit id.
  11937. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11938. if( i < ARRAYLENGTH(skill_unit_temp) )
  11939. skill_unit_temp[i] = skill_id;
  11940. else
  11941. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11942. }
  11943. }
  11944. //TODO: Normally, this is dangerous since the unit and group could be freed
  11945. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  11946. //cells do not get deleted within them. [Skotlex]
  11947. if( dissonance ) skill_dance_switch(unit, 1);
  11948. if( flag&4 )
  11949. skill_unit_onleft(skill_id,target,tick);
  11950. return 1;
  11951. }
  11952. }
  11953. /*==========================================
  11954. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  11955. * Flag values:
  11956. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  11957. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  11958. * units to figure out when they have left a group.
  11959. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  11960. *------------------------------------------*/
  11961. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  11962. {
  11963. nullpo_ret(bl);
  11964. if( bl->prev == NULL )
  11965. return 0;
  11966. if( flag&2 && !(flag&1) )
  11967. { //Onout, clear data
  11968. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  11969. }
  11970. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  11971. if( flag&2 && flag&1 )
  11972. { //Onplace, check any skill units you have left.
  11973. int i;
  11974. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  11975. if( skill_unit_temp[i] )
  11976. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  11977. }
  11978. return 0;
  11979. }
  11980. /*==========================================
  11981. *
  11982. *------------------------------------------*/
  11983. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  11984. {
  11985. int i,j;
  11986. unsigned int tick = gettick();
  11987. int *m_flag;
  11988. struct skill_unit *unit1;
  11989. struct skill_unit *unit2;
  11990. if (group == NULL)
  11991. return 0;
  11992. if (group->unit_count<=0)
  11993. return 0;
  11994. if (group->unit==NULL)
  11995. return 0;
  11996. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  11997. return 0; //Ensembles may not be moved around.
  11998. if( group->unit_id == UNT_ICEWALL )
  11999. return 0; //Icewalls don't get knocked back
  12000. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  12001. // m_flag
  12002. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  12003. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  12004. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  12005. // 3: Both 1+2.
  12006. for(i=0;i<group->unit_count;i++){
  12007. unit1=&group->unit[i];
  12008. if (!unit1->alive || unit1->bl.m!=m)
  12009. continue;
  12010. for(j=0;j<group->unit_count;j++){
  12011. unit2=&group->unit[j];
  12012. if (!unit2->alive)
  12013. continue;
  12014. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  12015. m_flag[i] |= 0x1;
  12016. }
  12017. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  12018. m_flag[i] |= 0x2;
  12019. }
  12020. }
  12021. }
  12022. j = 0;
  12023. for (i=0;i<group->unit_count;i++) {
  12024. unit1=&group->unit[i];
  12025. if (!unit1->alive)
  12026. continue;
  12027. if (!(m_flag[i]&0x2)) {
  12028. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  12029. skill_dance_overlap(unit1, 0);
  12030. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  12031. }
  12032. //Move Cell using "smart" criteria (avoid useless moving around)
  12033. switch(m_flag[i])
  12034. {
  12035. case 0:
  12036. //Cell moves independently, safely move it.
  12037. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  12038. break;
  12039. case 1:
  12040. //Cell moves unto another cell, look for a replacement cell that won't collide
  12041. //and has no cell moving into it (flag == 2)
  12042. for(;j<group->unit_count;j++)
  12043. {
  12044. if(m_flag[j]!=2 || !group->unit[j].alive)
  12045. continue;
  12046. //Move to where this cell would had moved.
  12047. unit2 = &group->unit[j];
  12048. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  12049. j++; //Skip this cell as we have used it.
  12050. break;
  12051. }
  12052. break;
  12053. case 2:
  12054. case 3:
  12055. break; //Don't move the cell as a cell will end on this tile anyway.
  12056. }
  12057. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  12058. if (group->state.song_dance&0x1) //Check for dissonance effect.
  12059. skill_dance_overlap(unit1, 1);
  12060. clif_skill_setunit(unit1);
  12061. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  12062. }
  12063. }
  12064. aFree(m_flag);
  12065. return 0;
  12066. }
  12067. /*==========================================
  12068. *
  12069. *------------------------------------------*/
  12070. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  12071. {
  12072. int i,j;
  12073. nullpo_ret(sd);
  12074. if(nameid<=0)
  12075. return 0;
  12076. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  12077. if(skill_produce_db[i].nameid == nameid )
  12078. break;
  12079. }
  12080. if( i >= MAX_SKILL_PRODUCE_DB )
  12081. return 0;
  12082. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  12083. {// cannot carry the produced stuff
  12084. return 0;
  12085. }
  12086. if(trigger>=0){
  12087. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  12088. if(skill_produce_db[i].itemlv!=trigger)
  12089. return 0;
  12090. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  12091. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  12092. return 0;
  12093. } else { // Weapon (itemlv must be higher or equal)
  12094. if(skill_produce_db[i].itemlv>trigger)
  12095. return 0;
  12096. }
  12097. }
  12098. if((j=skill_produce_db[i].req_skill)>0 &&
  12099. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  12100. return 0;
  12101. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  12102. int id,x,y;
  12103. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  12104. continue;
  12105. if(skill_produce_db[i].mat_amount[j] <= 0) {
  12106. if(pc_search_inventory(sd,id) < 0)
  12107. return 0;
  12108. }
  12109. else {
  12110. for(y=0,x=0;y<MAX_INVENTORY;y++)
  12111. if( sd->status.inventory[y].nameid == id )
  12112. x+=sd->status.inventory[y].amount;
  12113. if(x<qty*skill_produce_db[i].mat_amount[j])
  12114. return 0;
  12115. }
  12116. }
  12117. return i+1;
  12118. }
  12119. /*==========================================
  12120. *
  12121. *------------------------------------------*/
  12122. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  12123. {
  12124. int slot[3];
  12125. int i,sc,ele,idx,equip,wlv,make_per,flag;
  12126. int num = -1; // exclude the recipe
  12127. struct status_data *status;
  12128. nullpo_ret(sd);
  12129. status = status_get_status_data(&sd->bl);
  12130. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  12131. return 0;
  12132. idx--;
  12133. if (qty < 1)
  12134. qty = 1;
  12135. if (!skill_id) //A skill can be specified for some override cases.
  12136. skill_id = skill_produce_db[idx].req_skill;
  12137. if( skill_id == GC_RESEARCHNEWPOISON )
  12138. skill_id = GC_CREATENEWPOISON;
  12139. slot[0]=slot1;
  12140. slot[1]=slot2;
  12141. slot[2]=slot3;
  12142. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  12143. int j;
  12144. if( slot[i]<=0 )
  12145. continue;
  12146. j = pc_search_inventory(sd,slot[i]);
  12147. if(j < 0)
  12148. continue;
  12149. if(slot[i]==1000){ /* Star Crumb */
  12150. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  12151. sc++;
  12152. }
  12153. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  12154. static const int ele_table[4]={3,1,4,2};
  12155. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  12156. ele=ele_table[slot[i]-994];
  12157. }
  12158. }
  12159. if( skill_id == RK_RUNEMASTERY ) {
  12160. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  12161. if( skill_lv == 10 ) temp_qty = 1 + rand()%3;
  12162. else if( skill_lv > 5 ) temp_qty = 1 + rand()%2;
  12163. else temp_qty = 1;
  12164. for( i = 0; i < MAX_INVENTORY; i++ ) {
  12165. if( sd->status.inventory[i].nameid == nameid ) {
  12166. if( sd->status.inventory[i].amount >= MAX_RUNE ) {
  12167. clif_msgtable(sd->fd,0x61b);
  12168. return 0;
  12169. } else {
  12170. /**
  12171. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  12172. **/
  12173. if( temp_qty + sd->status.inventory[i].amount >= MAX_RUNE )
  12174. temp_qty = MAX_RUNE - sd->status.inventory[i].amount;
  12175. }
  12176. break;
  12177. }
  12178. }
  12179. qty = temp_qty;
  12180. }
  12181. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  12182. int j,id,x;
  12183. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  12184. continue;
  12185. num++;
  12186. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  12187. do{
  12188. int y=0;
  12189. j = pc_search_inventory(sd,id);
  12190. if(j >= 0){
  12191. y = sd->status.inventory[j].amount;
  12192. if(y>x)y=x;
  12193. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  12194. } else
  12195. ShowError("skill_produce_mix: material item error\n");
  12196. x-=y;
  12197. }while( j>=0 && x>0 );
  12198. }
  12199. if((equip=itemdb_isequip(nameid)))
  12200. wlv = itemdb_wlv(nameid);
  12201. if(!equip) {
  12202. switch(skill_id){
  12203. case BS_IRON:
  12204. case BS_STEEL:
  12205. case BS_ENCHANTEDSTONE:
  12206. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  12207. i = pc_checkskill(sd,skill_id);
  12208. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  12209. switch(nameid){
  12210. case 998: // Iron
  12211. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  12212. break;
  12213. case 999: // Steel
  12214. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  12215. break;
  12216. case 1000: //Star Crumb
  12217. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  12218. break;
  12219. default: // Enchanted Stones
  12220. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  12221. break;
  12222. }
  12223. break;
  12224. case ASC_CDP:
  12225. make_per = (2000 + 40*status->dex + 20*status->luk);
  12226. break;
  12227. case AL_HOLYWATER:
  12228. /**
  12229. * Arch Bishop
  12230. **/
  12231. case AB_ANCILLA:
  12232. make_per = 100000; //100% success
  12233. break;
  12234. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  12235. case AM_TWILIGHT1:
  12236. case AM_TWILIGHT2:
  12237. case AM_TWILIGHT3:
  12238. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  12239. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  12240. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  12241. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  12242. int skill;
  12243. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  12244. make_per += skill*100; //+1% bonus per level
  12245. }
  12246. switch(nameid){
  12247. case 501: // Red Potion
  12248. case 503: // Yellow Potion
  12249. case 504: // White Potion
  12250. make_per += (1+rand()%100)*10 + 2000;
  12251. break;
  12252. case 970: // Alcohol
  12253. make_per += (1+rand()%100)*10 + 1000;
  12254. break;
  12255. case 7135: // Bottle Grenade
  12256. case 7136: // Acid Bottle
  12257. case 7137: // Plant Bottle
  12258. case 7138: // Marine Sphere Bottle
  12259. make_per += (1+rand()%100)*10;
  12260. break;
  12261. case 546: // Condensed Yellow Potion
  12262. make_per -= (1+rand()%50)*10;
  12263. break;
  12264. case 547: // Condensed White Potion
  12265. case 7139: // Glistening Coat
  12266. make_per -= (1+rand()%100)*10;
  12267. break;
  12268. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  12269. case 505: // Blue Potion
  12270. case 545: // Condensed Red Potion
  12271. case 605: // Anodyne
  12272. case 606: // Aloevera
  12273. default:
  12274. break;
  12275. }
  12276. if(battle_config.pp_rate != 100)
  12277. make_per = make_per * battle_config.pp_rate / 100;
  12278. break;
  12279. case SA_CREATECON: // Elemental Converter Creation
  12280. make_per = 100000; // should be 100% success rate
  12281. break;
  12282. /**
  12283. * Rune Knight
  12284. **/
  12285. case RK_RUNEMASTERY:
  12286. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  12287. break;
  12288. /**
  12289. * Guilotine Cross
  12290. **/
  12291. case GC_CREATENEWPOISON:
  12292. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  12293. qty = 1+rand()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  12294. break;
  12295. default:
  12296. if (sd->menuskill_id == AM_PHARMACY &&
  12297. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  12298. { //Assume Cooking Dish
  12299. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  12300. make_per = 10000; //100% Success
  12301. else
  12302. make_per = 1200 * (sd->menuskill_val - 10)
  12303. + 20 * (sd->status.base_level + 1)
  12304. + 20 * (status->dex + 1)
  12305. + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  12306. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  12307. - 10 * (100 - status->luk + 1)
  12308. - 500 * (num - 1)
  12309. - 100 * (rand()%4 + 1);
  12310. break;
  12311. }
  12312. make_per = 5000;
  12313. break;
  12314. }
  12315. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  12316. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  12317. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  12318. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  12319. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  12320. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  12321. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  12322. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  12323. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  12324. if(battle_config.wp_rate != 100)
  12325. make_per = make_per * battle_config.wp_rate / 100;
  12326. }
  12327. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  12328. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  12329. if(make_per < 1) make_per = 1;
  12330. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  12331. struct item tmp_item;
  12332. memset(&tmp_item,0,sizeof(tmp_item));
  12333. tmp_item.nameid=nameid;
  12334. tmp_item.amount=1;
  12335. tmp_item.identify=1;
  12336. if(equip){
  12337. tmp_item.card[0]=CARD0_FORGE;
  12338. tmp_item.card[1]=((sc*5)<<8)+ele;
  12339. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  12340. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  12341. } else {
  12342. //Flag is only used on the end, so it can be used here. [Skotlex]
  12343. switch (skill_id) {
  12344. case BS_DAGGER:
  12345. case BS_SWORD:
  12346. case BS_TWOHANDSWORD:
  12347. case BS_AXE:
  12348. case BS_MACE:
  12349. case BS_KNUCKLE:
  12350. case BS_SPEAR:
  12351. flag = battle_config.produce_item_name_input&0x1;
  12352. break;
  12353. case AM_PHARMACY:
  12354. case AM_TWILIGHT1:
  12355. case AM_TWILIGHT2:
  12356. case AM_TWILIGHT3:
  12357. flag = battle_config.produce_item_name_input&0x2;
  12358. break;
  12359. case AL_HOLYWATER:
  12360. /**
  12361. * Arch Bishop
  12362. **/
  12363. case AB_ANCILLA:
  12364. flag = battle_config.produce_item_name_input&0x8;
  12365. break;
  12366. case ASC_CDP:
  12367. flag = battle_config.produce_item_name_input&0x10;
  12368. break;
  12369. default:
  12370. flag = battle_config.produce_item_name_input&0x80;
  12371. break;
  12372. }
  12373. if (flag) {
  12374. tmp_item.card[0]=CARD0_CREATE;
  12375. tmp_item.card[1]=0;
  12376. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  12377. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  12378. }
  12379. }
  12380. // if(log_config.produce > 0)
  12381. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  12382. //TODO update PICKLOG
  12383. if(equip){
  12384. clif_produceeffect(sd,0,nameid);
  12385. clif_misceffect(&sd->bl,3);
  12386. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  12387. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  12388. } else {
  12389. int fame = 0;
  12390. tmp_item.amount = 0;
  12391. for (i=0; i< qty; i++)
  12392. { //Apply quantity modifiers.
  12393. if (rand()%10000 < make_per || qty == 1)
  12394. { //Success
  12395. tmp_item.amount++;
  12396. if(nameid < 545 || nameid > 547)
  12397. continue;
  12398. if(skill_id != AM_PHARMACY &&
  12399. skill_id != AM_TWILIGHT1 &&
  12400. skill_id != AM_TWILIGHT2 &&
  12401. skill_id != AM_TWILIGHT3)
  12402. continue;
  12403. //Add fame as needed.
  12404. switch(++sd->potion_success_counter) {
  12405. case 3:
  12406. fame+=1; // Success to prepare 3 Condensed Potions in a row
  12407. break;
  12408. case 5:
  12409. fame+=3; // Success to prepare 5 Condensed Potions in a row
  12410. break;
  12411. case 7:
  12412. fame+=10; // Success to prepare 7 Condensed Potions in a row
  12413. break;
  12414. case 10:
  12415. fame+=50; // Success to prepare 10 Condensed Potions in a row
  12416. sd->potion_success_counter = 0;
  12417. break;
  12418. }
  12419. } else //Failure
  12420. sd->potion_success_counter = 0;
  12421. }
  12422. if (fame)
  12423. pc_addfame(sd,fame);
  12424. //Visual effects and the like.
  12425. switch (skill_id) {
  12426. case AM_PHARMACY:
  12427. case AM_TWILIGHT1:
  12428. case AM_TWILIGHT2:
  12429. case AM_TWILIGHT3:
  12430. case ASC_CDP:
  12431. clif_produceeffect(sd,2,nameid);
  12432. clif_misceffect(&sd->bl,5);
  12433. break;
  12434. case BS_IRON:
  12435. case BS_STEEL:
  12436. case BS_ENCHANTEDSTONE:
  12437. clif_produceeffect(sd,0,nameid);
  12438. clif_misceffect(&sd->bl,3);
  12439. break;
  12440. case RK_RUNEMASTERY:
  12441. case GC_CREATENEWPOISON:
  12442. clif_produceeffect(sd,2,nameid);
  12443. clif_misceffect(&sd->bl,5);
  12444. break;
  12445. default: //Those that don't require a skill?
  12446. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  12447. { //Cooking items.
  12448. clif_specialeffect(&sd->bl, 608, AREA);
  12449. if( sd->cook_mastery < 1999 )
  12450. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  12451. }
  12452. break;
  12453. }
  12454. }
  12455. if (tmp_item.amount) { //Success
  12456. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  12457. clif_additem(sd,0,0,flag);
  12458. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  12459. }
  12460. return 1;
  12461. }
  12462. }
  12463. //Failure
  12464. // if(log_config.produce)
  12465. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  12466. //TODO update PICKLOG
  12467. if(equip){
  12468. clif_produceeffect(sd,1,nameid);
  12469. clif_misceffect(&sd->bl,2);
  12470. } else {
  12471. switch (skill_id) {
  12472. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  12473. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  12474. case AM_PHARMACY:
  12475. case AM_TWILIGHT1:
  12476. case AM_TWILIGHT2:
  12477. case AM_TWILIGHT3:
  12478. clif_produceeffect(sd,3,nameid);
  12479. clif_misceffect(&sd->bl,6);
  12480. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  12481. break;
  12482. case BS_IRON:
  12483. case BS_STEEL:
  12484. case BS_ENCHANTEDSTONE:
  12485. clif_produceeffect(sd,1,nameid);
  12486. clif_misceffect(&sd->bl,2);
  12487. break;
  12488. case RK_RUNEMASTERY:
  12489. case GC_CREATENEWPOISON:
  12490. clif_produceeffect(sd,3,nameid);
  12491. clif_misceffect(&sd->bl,6);
  12492. break;
  12493. default:
  12494. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  12495. { //Cooking items.
  12496. clif_specialeffect(&sd->bl, 609, AREA);
  12497. if( sd->cook_mastery > 0 )
  12498. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  12499. }
  12500. }
  12501. }
  12502. return 0;
  12503. }
  12504. int skill_arrow_create (struct map_session_data *sd, int nameid)
  12505. {
  12506. int i,j,flag,index=-1;
  12507. struct item tmp_item;
  12508. nullpo_ret(sd);
  12509. if(nameid <= 0)
  12510. return 1;
  12511. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  12512. if(nameid == skill_arrow_db[i].nameid) {
  12513. index = i;
  12514. break;
  12515. }
  12516. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  12517. return 1;
  12518. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  12519. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  12520. memset(&tmp_item,0,sizeof(tmp_item));
  12521. tmp_item.identify = 1;
  12522. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  12523. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  12524. if(battle_config.produce_item_name_input&0x4) {
  12525. tmp_item.card[0]=CARD0_CREATE;
  12526. tmp_item.card[1]=0;
  12527. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  12528. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  12529. }
  12530. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  12531. continue;
  12532. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  12533. clif_additem(sd,0,0,flag);
  12534. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  12535. }
  12536. }
  12537. return 0;
  12538. }
  12539. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  12540. sc_type type;
  12541. int t_lv = 0, chance, i;
  12542. nullpo_ret(sd);
  12543. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  12544. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  12545. return 0;
  12546. }
  12547. switch( nameid )
  12548. { // t_lv used to take duration from skill_get_time2
  12549. case PO_PARALYSE: type = SC_PARALYSE; t_lv = 1; break;
  12550. case PO_PYREXIA: type = SC_PYREXIA; t_lv = 2; break;
  12551. case PO_DEATHHURT: type = SC_DEATHHURT; t_lv = 3; break;
  12552. case PO_LEECHESEND: type = SC_LEECHESEND; t_lv = 4; break;
  12553. case PO_VENOMBLEED: type = SC_VENOMBLEED; t_lv = 6; break;
  12554. case PO_TOXIN: type = SC_TOXIN; t_lv = 7; break;
  12555. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; t_lv = 8; break;
  12556. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; t_lv = 9; break;
  12557. default:
  12558. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  12559. return 0;
  12560. }
  12561. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  12562. sc_start4(&sd->bl,SC_POISONINGWEAPON,100,t_lv,type,chance,0,skill_get_time(GC_POISONINGWEAPON,sd->menuskill_val));
  12563. return 0;
  12564. }
  12565. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  12566. int x, y, i, class_, skill;
  12567. struct mob_data *md;
  12568. nullpo_ret(sd);
  12569. skill = sd->menuskill_val;
  12570. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  12571. {
  12572. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  12573. return 0;
  12574. }
  12575. // Spawn Position
  12576. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  12577. x = sd->sc.comet_x;
  12578. y = sd->sc.comet_y;
  12579. sd->sc.comet_x = sd->sc.comet_y = 0;
  12580. sd->menuskill_val = 0;
  12581. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  12582. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "");
  12583. if( md ) {
  12584. md->master_id = sd->bl.id;
  12585. md->special_state.ai = 3;
  12586. if( md->deletetimer != INVALID_TIMER )
  12587. delete_timer(md->deletetimer, mob_timer_delete);
  12588. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  12589. mob_spawn(md);
  12590. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  12591. }
  12592. return 0;
  12593. }
  12594. // Warlock Spellbooks. [LimitLine/3CeAM]
  12595. int skill_spellbook (struct map_session_data *sd, int nameid) {
  12596. int i, j, points, skillid, preserved = 0, max_preserve;
  12597. nullpo_ret(sd);
  12598. if( sd->sc.data[SC_STOP] ) status_change_end(&sd->bl,SC_STOP,-1);
  12599. if( nameid <= 0 ) return 0;
  12600. if( pc_search_inventory(sd,nameid) < 0 )
  12601. { // User with no item on inventory
  12602. clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SKILLINTERVAL,0);
  12603. return 0;
  12604. }
  12605. ARR_FIND(0,MAX_SPELLBOOK,j,sd->rsb[j].skillid == 0); // Search for a free slot
  12606. if( j == MAX_SPELLBOOK )
  12607. { // No more free slots
  12608. clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT,0);
  12609. return 0;
  12610. }
  12611. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  12612. if( i == MAX_SKILL_SPELLBOOK_DB )
  12613. { // Fake nameid
  12614. clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SKILLINTERVAL,0);
  12615. return 0;
  12616. }
  12617. skillid = skill_spellbook_db[i].skillid;
  12618. points = skill_spellbook_db[i].points;
  12619. if( !pc_checkskill(sd,skillid) )
  12620. { // User don't know the skill
  12621. sc_start(&sd->bl,SC_SLEEP,100,1,skill_get_time(WL_READING_SB,pc_checkskill(sd,WL_READING_SB)));
  12622. clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP,0);
  12623. return 0;
  12624. }
  12625. max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  12626. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  12627. preserved += sd->rsb[i].points;
  12628. if( preserved + points >= max_preserve )
  12629. { // No more free points
  12630. clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SKILLINTERVAL,0);
  12631. return 0;
  12632. }
  12633. sd->rsb[j].skillid = skillid;
  12634. sd->rsb[j].level = pc_checkskill(sd,skillid);
  12635. sd->rsb[j].points = points;
  12636. sc_start2(&sd->bl,SC_READING_SB,100,0,preserved+points,-1);
  12637. return 1;
  12638. }
  12639. /**
  12640. * for Royal Guard's LG_TRAMPLE
  12641. **/
  12642. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  12643. struct skill_unit *su = (struct skill_unit *)bl;
  12644. struct skill_unit_group *sg;
  12645. unsigned int tick;
  12646. nullpo_ret(su);
  12647. tick = va_arg(ap, unsigned int);
  12648. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  12649. switch( sg->unit_id ) {
  12650. case UNT_LANDMINE:
  12651. case UNT_CLAYMORETRAP:
  12652. case UNT_BLASTMINE:
  12653. case UNT_SHOCKWAVE:
  12654. case UNT_SANDMAN:
  12655. case UNT_FLASHER:
  12656. case UNT_FREEZINGTRAP:
  12657. case UNT_CLUSTERBOMB:
  12658. case UNT_FIRINGTRAP:
  12659. case UNT_ICEBOUNDTRAP:
  12660. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  12661. break;
  12662. }
  12663. // Traps aren't recovered.
  12664. skill_delunit(su);
  12665. }
  12666. return 0;
  12667. }
  12668. /*==========================================
  12669. *
  12670. *------------------------------------------*/
  12671. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  12672. {
  12673. struct map_session_data *sd = map_id2sd(id);
  12674. struct skill_cd * cd = NULL;
  12675. if (data <= 0 || data >= MAX_SKILL)
  12676. return 0;
  12677. if (!sd) return 0;
  12678. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  12679. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12680. int i,cursor;
  12681. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  12682. cd->duration[cursor] = 0;
  12683. cd->skidx[cursor] = 0;
  12684. cd->nameid[cursor] = 0;
  12685. // compact the cool down list
  12686. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  12687. if( cd->duration[i] == 0 )
  12688. continue;
  12689. if( cursor != i ) {
  12690. cd->duration[cursor] = cd->duration[i];
  12691. cd->skidx[cursor] = cd->skidx[i];
  12692. cd->nameid[cursor] = cd->nameid[i];
  12693. }
  12694. cursor++;
  12695. }
  12696. if( cursor == 0 ) {
  12697. idb_remove(skillcd_db,sd->status.char_id);
  12698. aFree(cd);
  12699. } else
  12700. cd->cursor = cursor;
  12701. }
  12702. sd->blockskill[data] = 0;
  12703. return 1;
  12704. }
  12705. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  12706. {
  12707. struct skill_cd * cd = NULL;
  12708. int oskillid = skillid;
  12709. nullpo_retr (-1, sd);
  12710. skillid = skill_get_index(skillid);
  12711. if (skillid == 0)
  12712. return -1;
  12713. if (tick < 1) {
  12714. sd->blockskill[skillid] = 0;
  12715. return -1;
  12716. }
  12717. if( battle_config.display_status_timers )
  12718. clif_skill_cooldown(sd, skillid, tick);
  12719. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12720. CREATE(cd,struct skill_cd,1);
  12721. idb_put(skillcd_db, sd->status.char_id, cd);
  12722. }
  12723. cd->duration[cd->cursor] = tick;
  12724. cd->skidx[cd->cursor] = skillid;
  12725. cd->nameid[cd->cursor] = oskillid;
  12726. cd->cursor++;
  12727. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  12728. return 0;
  12729. }
  12730. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12731. {
  12732. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  12733. if (data <= 0 || data >= MAX_SKILL)
  12734. return 0;
  12735. if (hd) hd->blockskill[data] = 0;
  12736. return 1;
  12737. }
  12738. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  12739. {
  12740. nullpo_retr (-1, hd);
  12741. skillid = skill_get_index(skillid);
  12742. if (skillid == 0)
  12743. return -1;
  12744. if (tick < 1) {
  12745. hd->blockskill[skillid] = 0;
  12746. return -1;
  12747. }
  12748. hd->blockskill[skillid] = 1;
  12749. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  12750. }
  12751. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12752. {
  12753. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  12754. if( data <= 0 || data >= MAX_SKILL )
  12755. return 0;
  12756. if( md ) md->blockskill[data] = 0;
  12757. return 1;
  12758. }
  12759. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  12760. {
  12761. nullpo_retr (-1, md);
  12762. if( (skillid = skill_get_index(skillid)) == 0 )
  12763. return -1;
  12764. if( tick < 1 )
  12765. {
  12766. md->blockskill[skillid] = 0;
  12767. return -1;
  12768. }
  12769. md->blockskill[skillid] = 1;
  12770. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  12771. }
  12772. /*
  12773. *
  12774. */
  12775. int skill_split_str (char *str, char **val, int num)
  12776. {
  12777. int i;
  12778. for( i = 0; i < num && str; i++ )
  12779. {
  12780. val[i] = str;
  12781. str = strchr(str,',');
  12782. if( str )
  12783. *str++=0;
  12784. }
  12785. return i;
  12786. }
  12787. /*
  12788. *
  12789. */
  12790. int skill_split_atoi (char *str, int *val)
  12791. {
  12792. int i, j, diff, step = 1;
  12793. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  12794. if (!str) break;
  12795. val[i] = atoi(str);
  12796. str = strchr(str,':');
  12797. if (str)
  12798. *str++=0;
  12799. }
  12800. if(i==0) //No data found.
  12801. return 0;
  12802. if(i==1)
  12803. { //Single value, have the whole range have the same value.
  12804. for (; i < MAX_SKILL_LEVEL; i++)
  12805. val[i] = val[i-1];
  12806. return i;
  12807. }
  12808. //Check for linear change with increasing steps until we reach half of the data acquired.
  12809. for (step = 1; step <= i/2; step++)
  12810. {
  12811. diff = val[i-1] - val[i-step-1];
  12812. for(j = i-1; j >= step; j--)
  12813. if ((val[j]-val[j-step]) != diff)
  12814. break;
  12815. if (j>=step) //No match, try next step.
  12816. continue;
  12817. for(; i < MAX_SKILL_LEVEL; i++)
  12818. { //Apply linear increase
  12819. val[i] = val[i-step]+diff;
  12820. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  12821. { val[i] = 1; diff = 0; step = 1; }
  12822. }
  12823. return i;
  12824. }
  12825. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  12826. for (;i<MAX_SKILL_LEVEL; i++)
  12827. val[i] = val[i-1];
  12828. return i;
  12829. }
  12830. /*
  12831. *
  12832. */
  12833. void skill_init_unit_layout (void)
  12834. {
  12835. int i,j,size,pos = 0;
  12836. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  12837. // standard square layouts go first
  12838. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  12839. size = i*2+1;
  12840. skill_unit_layout[i].count = size*size;
  12841. for (j=0; j<size*size; j++) {
  12842. skill_unit_layout[i].dx[j] = (j%size-i);
  12843. skill_unit_layout[i].dy[j] = (j/size-i);
  12844. }
  12845. }
  12846. // afterwards add special ones
  12847. pos = i;
  12848. for (i=0;i<MAX_SKILL_DB;i++) {
  12849. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  12850. continue;
  12851. switch (i) {
  12852. case MG_FIREWALL:
  12853. case WZ_ICEWALL:
  12854. case WL_EARTHSTRAIN://Warlock
  12855. // these will be handled later
  12856. break;
  12857. case PR_SANCTUARY:
  12858. case NPC_EVILLAND:
  12859. {
  12860. static const int dx[] = {
  12861. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  12862. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  12863. static const int dy[]={
  12864. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  12865. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  12866. skill_unit_layout[pos].count = 21;
  12867. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12868. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12869. break;
  12870. }
  12871. case PR_MAGNUS:
  12872. {
  12873. static const int dx[] = {
  12874. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12875. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12876. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  12877. static const int dy[] = {
  12878. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12879. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12880. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  12881. skill_unit_layout[pos].count = 33;
  12882. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12883. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12884. break;
  12885. }
  12886. case AS_VENOMDUST:
  12887. {
  12888. static const int dx[] = {-1, 0, 0, 0, 1};
  12889. static const int dy[] = { 0,-1, 0, 1, 0};
  12890. skill_unit_layout[pos].count = 5;
  12891. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12892. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12893. break;
  12894. }
  12895. case CR_GRANDCROSS:
  12896. case NPC_GRANDDARKNESS:
  12897. {
  12898. static const int dx[] = {
  12899. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  12900. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  12901. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  12902. static const int dy[] = {
  12903. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  12904. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  12905. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  12906. skill_unit_layout[pos].count = 29;
  12907. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12908. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12909. break;
  12910. }
  12911. case PF_FOGWALL:
  12912. {
  12913. static const int dx[] = {
  12914. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  12915. static const int dy[] = {
  12916. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  12917. skill_unit_layout[pos].count = 15;
  12918. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12919. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12920. break;
  12921. }
  12922. case PA_GOSPEL:
  12923. {
  12924. static const int dx[] = {
  12925. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12926. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12927. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  12928. -1, 0, 1};
  12929. static const int dy[] = {
  12930. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12931. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12932. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  12933. 3, 3, 3};
  12934. skill_unit_layout[pos].count = 33;
  12935. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12936. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12937. break;
  12938. }
  12939. case NJ_KAENSIN:
  12940. {
  12941. static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  12942. static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  12943. skill_unit_layout[pos].count = 24;
  12944. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12945. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12946. break;
  12947. }
  12948. case NJ_TATAMIGAESHI:
  12949. {
  12950. //Level 1 (count 4, cross of 3x3)
  12951. static const int dx1[] = {-1, 1, 0, 0};
  12952. static const int dy1[] = { 0, 0,-1, 1};
  12953. //Level 2-3 (count 8, cross of 5x5)
  12954. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  12955. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  12956. //Level 4-5 (count 12, cross of 7x7
  12957. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  12958. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  12959. //lv1
  12960. j = 0;
  12961. skill_unit_layout[pos].count = 4;
  12962. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  12963. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  12964. skill_db[i].unit_layout_type[j] = pos;
  12965. //lv2/3
  12966. j++;
  12967. pos++;
  12968. skill_unit_layout[pos].count = 8;
  12969. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  12970. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  12971. skill_db[i].unit_layout_type[j] = pos;
  12972. skill_db[i].unit_layout_type[++j] = pos;
  12973. //lv4/5
  12974. j++;
  12975. pos++;
  12976. skill_unit_layout[pos].count = 12;
  12977. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  12978. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  12979. skill_db[i].unit_layout_type[j] = pos;
  12980. skill_db[i].unit_layout_type[++j] = pos;
  12981. //Fill in the rest using lv 5.
  12982. for (;j<MAX_SKILL_LEVEL;j++)
  12983. skill_db[i].unit_layout_type[j] = pos;
  12984. //Skip, this way the check below will fail and continue to the next skill.
  12985. pos++;
  12986. break;
  12987. }
  12988. default:
  12989. ShowError("unknown unit layout at skill %d\n",i);
  12990. break;
  12991. }
  12992. if (!skill_unit_layout[pos].count)
  12993. continue;
  12994. for (j=0;j<MAX_SKILL_LEVEL;j++)
  12995. skill_db[i].unit_layout_type[j] = pos;
  12996. pos++;
  12997. }
  12998. // firewall and icewall have 8 layouts (direction-dependent)
  12999. firewall_unit_pos = pos;
  13000. for (i=0;i<8;i++) {
  13001. if (i&1) {
  13002. skill_unit_layout[pos].count = 5;
  13003. if (i&0x2) {
  13004. int dx[] = {-1,-1, 0, 0, 1};
  13005. int dy[] = { 1, 0, 0,-1,-1};
  13006. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13007. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13008. } else {
  13009. int dx[] = { 1, 1 ,0, 0,-1};
  13010. int dy[] = { 1, 0, 0,-1,-1};
  13011. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13012. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13013. }
  13014. } else {
  13015. skill_unit_layout[pos].count = 3;
  13016. if (i%4==0) {
  13017. int dx[] = {-1, 0, 1};
  13018. int dy[] = { 0, 0, 0};
  13019. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13020. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13021. } else {
  13022. int dx[] = { 0, 0, 0};
  13023. int dy[] = {-1, 0, 1};
  13024. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13025. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13026. }
  13027. }
  13028. pos++;
  13029. }
  13030. icewall_unit_pos = pos;
  13031. for (i=0;i<8;i++) {
  13032. skill_unit_layout[pos].count = 5;
  13033. if (i&1) {
  13034. if (i&0x2) {
  13035. int dx[] = {-2,-1, 0, 1, 2};
  13036. int dy[] = { 2, 1, 0,-1,-2};
  13037. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13038. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13039. } else {
  13040. int dx[] = { 2, 1 ,0,-1,-2};
  13041. int dy[] = { 2, 1, 0,-1,-2};
  13042. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13043. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13044. }
  13045. } else {
  13046. if (i%4==0) {
  13047. int dx[] = {-2,-1, 0, 1, 2};
  13048. int dy[] = { 0, 0, 0, 0, 0};
  13049. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13050. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13051. } else {
  13052. int dx[] = { 0, 0, 0, 0, 0};
  13053. int dy[] = {-2,-1, 0, 1, 2};
  13054. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13055. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13056. }
  13057. }
  13058. pos++;
  13059. }
  13060. earthstrain_unit_pos = pos;
  13061. for( i = 0; i < 8; i++ )
  13062. { // For each Direction
  13063. skill_unit_layout[pos].count = 3; // Temp code being used as the official method makes too much noise in game. [Rytech]
  13064. //skill_unit_layout[pos].count = 15; // This line is here to replace the above one once gravity changes the animation.
  13065. switch( i )
  13066. {
  13067. case 0: case 1: case 3: case 4: case 5: case 7:
  13068. {
  13069. int dx[] = {-5, 0, 5};
  13070. int dy[] = { 0, 0, 0};
  13071. //int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; // Leave this here for future use.
  13072. //int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  13073. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13074. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13075. }
  13076. break;
  13077. case 2:
  13078. case 6:
  13079. {
  13080. int dx[] = { 0, 0, 0};
  13081. int dy[] = {-5, 0, 5};
  13082. //int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; // Leave this here for future use.
  13083. //int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  13084. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  13085. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  13086. }
  13087. break;
  13088. }
  13089. pos++;
  13090. }
  13091. }
  13092. // Stasis skill usage check. [LimitLine/3CeAM]
  13093. int skill_stasis_check(struct block_list *bl, int src_id, int skillid)
  13094. {
  13095. int inf = 0;
  13096. if( !bl || skillid < 1 )
  13097. return 0; // Can do it
  13098. inf = skill_get_inf2(skillid);
  13099. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  13100. return 1; // Can't do it.
  13101. switch( skillid )
  13102. {
  13103. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  13104. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  13105. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  13106. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  13107. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  13108. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  13109. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  13110. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  13111. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  13112. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  13113. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  13114. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  13115. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  13116. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  13117. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  13118. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  13119. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  13120. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  13121. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  13122. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  13123. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  13124. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  13125. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  13126. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  13127. // Skills that need to be confirmed.
  13128. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  13129. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  13130. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  13131. case SO_ARRULLO:
  13132. return 1; // Can't do it.
  13133. default:
  13134. return 0; // Can do it.
  13135. }
  13136. return 0; // Can Cast anything else like Weapon Skills
  13137. }
  13138. void skill_cooldown_load(struct map_session_data * sd) {
  13139. struct skill_cd * cd = NULL;
  13140. int i;
  13141. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) )
  13142. return;//nothing for us here
  13143. for( i = 0; i < cd->cursor; i++ ) {
  13144. skill_blockpc_start(sd, cd->nameid[i], cd->duration[i]);
  13145. }
  13146. return;
  13147. }
  13148. /*==========================================
  13149. * DB reading.
  13150. * skill_db.txt
  13151. * skill_require_db.txt
  13152. * skill_cast_db.txt
  13153. * skill_castnodex_db.txt
  13154. * skill_nocast_db.txt
  13155. * skill_unit_db.txt
  13156. * produce_db.txt
  13157. * create_arrow_db.txt
  13158. * abra_db.txt
  13159. *------------------------------------------*/
  13160. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  13161. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  13162. int id = atoi(split[0]);
  13163. int i;
  13164. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  13165. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  13166. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  13167. {
  13168. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  13169. return false;
  13170. }
  13171. i = skill_get_index(id);
  13172. if( !i ) // invalid skill id
  13173. return false;
  13174. skill_split_atoi(split[1],skill_db[i].range);
  13175. skill_db[i].hit = atoi(split[2]);
  13176. skill_db[i].inf = atoi(split[3]);
  13177. skill_split_atoi(split[4],skill_db[i].element);
  13178. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  13179. skill_split_atoi(split[6],skill_db[i].splash);
  13180. skill_db[i].max = atoi(split[7]);
  13181. skill_split_atoi(split[8],skill_db[i].num);
  13182. if( strcmpi(split[9],"yes") == 0 )
  13183. skill_db[i].castcancel = 1;
  13184. else
  13185. skill_db[i].castcancel = 0;
  13186. skill_db[i].cast_def_rate = atoi(split[10]);
  13187. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  13188. skill_split_atoi(split[12],skill_db[i].maxcount);
  13189. if( strcmpi(split[13],"weapon") == 0 )
  13190. skill_db[i].skill_type = BF_WEAPON;
  13191. else if( strcmpi(split[13],"magic") == 0 )
  13192. skill_db[i].skill_type = BF_MAGIC;
  13193. else if( strcmpi(split[13],"misc") == 0 )
  13194. skill_db[i].skill_type = BF_MISC;
  13195. else
  13196. skill_db[i].skill_type = 0;
  13197. skill_split_atoi(split[14],skill_db[i].blewcount);
  13198. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  13199. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  13200. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  13201. return true;
  13202. }
  13203. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  13204. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  13205. char* p;
  13206. int j;
  13207. int i = atoi(split[0]);
  13208. i = skill_get_index(i);
  13209. if( !i ) // invalid skill id
  13210. return false;
  13211. skill_split_atoi(split[1],skill_db[i].hp);
  13212. skill_split_atoi(split[2],skill_db[i].mhp);
  13213. skill_split_atoi(split[3],skill_db[i].sp);
  13214. skill_split_atoi(split[4],skill_db[i].hp_rate);
  13215. skill_split_atoi(split[5],skill_db[i].sp_rate);
  13216. skill_split_atoi(split[6],skill_db[i].zeny);
  13217. //FIXME: document this
  13218. p = split[7];
  13219. for( j = 0; j < 32; j++ )
  13220. {
  13221. int l = atoi(p);
  13222. if( l == 99 ) // Any weapon
  13223. {
  13224. skill_db[i].weapon = 0;
  13225. break;
  13226. }
  13227. else
  13228. skill_db[i].weapon |= 1<<l;
  13229. p = strchr(p,':');
  13230. if(!p)
  13231. break;
  13232. p++;
  13233. }
  13234. //FIXME: document this
  13235. p = split[8];
  13236. for( j = 0; j < 32; j++ )
  13237. {
  13238. int l = atoi(p);
  13239. if( l == 99 ) // Any ammo type
  13240. {
  13241. skill_db[i].ammo = 0xFFFFFFFF;
  13242. break;
  13243. }
  13244. else if( l ) // 0 stands for no requirement
  13245. skill_db[i].ammo |= 1<<l;
  13246. p = strchr(p,':');
  13247. if( !p )
  13248. break;
  13249. p++;
  13250. }
  13251. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  13252. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  13253. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  13254. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  13255. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  13256. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  13257. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  13258. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  13259. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  13260. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  13261. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  13262. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  13263. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  13264. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  13265. /**
  13266. * New States
  13267. **/
  13268. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  13269. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  13270. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  13271. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  13272. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  13273. /**
  13274. * Unknown or no state
  13275. **/
  13276. else skill_db[i].state = ST_NONE;
  13277. skill_split_atoi(split[11],skill_db[i].spiritball);
  13278. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  13279. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  13280. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  13281. }
  13282. return true;
  13283. }
  13284. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  13285. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  13286. int i = atoi(split[0]);
  13287. i = skill_get_index(i);
  13288. if( !i ) // invalid skill id
  13289. return false;
  13290. skill_split_atoi(split[1],skill_db[i].cast);
  13291. skill_split_atoi(split[2],skill_db[i].delay);
  13292. skill_split_atoi(split[3],skill_db[i].walkdelay);
  13293. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  13294. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  13295. skill_split_atoi(split[6],skill_db[i].cooldown);
  13296. return true;
  13297. }
  13298. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  13299. {// Skill id,Cast,Delay (optional)
  13300. int i = atoi(split[0]);
  13301. i = skill_get_index(i);
  13302. if( !i ) // invalid skill id
  13303. return false;
  13304. skill_split_atoi(split[1],skill_db[i].castnodex);
  13305. if( split[2] ) // optional column
  13306. skill_split_atoi(split[2],skill_db[i].delaynodex);
  13307. return true;
  13308. }
  13309. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  13310. {// SkillID,Flag
  13311. int i = atoi(split[0]);
  13312. i = skill_get_index(i);
  13313. if( !i ) // invalid skill id
  13314. return false;
  13315. skill_db[i].nocast |= atoi(split[1]);
  13316. return true;
  13317. }
  13318. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  13319. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  13320. int i = atoi(split[0]);
  13321. i = skill_get_index(i);
  13322. if( !i ) // invalid skill id
  13323. return false;
  13324. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  13325. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  13326. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  13327. skill_split_atoi(split[4],skill_db[i].unit_range);
  13328. skill_db[i].unit_interval = atoi(split[5]);
  13329. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  13330. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  13331. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  13332. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  13333. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  13334. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  13335. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  13336. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  13337. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  13338. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  13339. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  13340. skill_db[i].unit_target = BCT_NOENEMY;
  13341. //By default, target just characters.
  13342. skill_db[i].unit_target |= BL_CHAR;
  13343. if (skill_db[i].unit_flag&UF_NOPC)
  13344. skill_db[i].unit_target &= ~BL_PC;
  13345. if (skill_db[i].unit_flag&UF_NOMOB)
  13346. skill_db[i].unit_target &= ~BL_MOB;
  13347. if (skill_db[i].unit_flag&UF_SKILL)
  13348. skill_db[i].unit_target |= BL_SKILL;
  13349. return true;
  13350. }
  13351. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  13352. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  13353. int x,y;
  13354. int i = atoi(split[0]);
  13355. if( !i )
  13356. return false;
  13357. skill_produce_db[current].nameid = i;
  13358. skill_produce_db[current].itemlv = atoi(split[1]);
  13359. skill_produce_db[current].req_skill = atoi(split[2]);
  13360. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  13361. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  13362. {
  13363. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  13364. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  13365. }
  13366. return true;
  13367. }
  13368. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  13369. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  13370. int x,y;
  13371. int i = atoi(split[0]);
  13372. if( !i )
  13373. return false;
  13374. skill_arrow_db[current].nameid = i;
  13375. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  13376. {
  13377. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  13378. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  13379. }
  13380. return true;
  13381. }
  13382. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  13383. {// SkillID,PreservePoints
  13384. int skillid = atoi(split[0]),
  13385. points = atoi(split[1]),
  13386. nameid = atoi(split[2]);
  13387. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  13388. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  13389. if ( !skill_get_inf(skillid) )
  13390. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  13391. if( points < 1 )
  13392. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  13393. else
  13394. {
  13395. skill_spellbook_db[current].skillid = skillid;
  13396. skill_spellbook_db[current].points = points;
  13397. skill_spellbook_db[current].nameid = nameid;
  13398. return true;
  13399. }
  13400. return false;
  13401. }
  13402. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  13403. {
  13404. int i = atoi(split[0]);
  13405. if( !skill_get_index(i) || !skill_get_max(i) )
  13406. {
  13407. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  13408. return false;
  13409. }
  13410. if ( !skill_get_inf(i) )
  13411. {
  13412. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  13413. return false;
  13414. }
  13415. skill_magicmushroom_db[current].skillid = i;
  13416. return true;
  13417. }
  13418. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  13419. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  13420. int i = atoi(split[0]);
  13421. if( !skill_get_index(i) || !skill_get_max(i) )
  13422. {
  13423. ShowError("abra_db: Invalid skill ID %d\n", i);
  13424. return false;
  13425. }
  13426. if ( !skill_get_inf(i) )
  13427. {
  13428. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  13429. return false;
  13430. }
  13431. skill_abra_db[current].skillid = i;
  13432. skill_abra_db[current].req_lv = atoi(split[2]);
  13433. skill_abra_db[current].per = atoi(split[3]);
  13434. return true;
  13435. }
  13436. static void skill_readdb(void)
  13437. {
  13438. // init skill db structures
  13439. db_clear(skilldb_name2id);
  13440. memset(skill_db,0,sizeof(skill_db));
  13441. memset(skill_produce_db,0,sizeof(skill_produce_db));
  13442. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  13443. memset(skill_abra_db,0,sizeof(skill_abra_db));
  13444. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  13445. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  13446. // load skill databases
  13447. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  13448. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  13449. #if REMODE
  13450. sv_readdb(db_path, "re/skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  13451. sv_readdb(db_path, "re/skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  13452. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  13453. sv_readdb(db_path, "re/skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  13454. sv_readdb(db_path, "re/skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  13455. #else
  13456. sv_readdb(db_path, "pre-re/skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  13457. sv_readdb(db_path, "pre-re/skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  13458. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  13459. sv_readdb(db_path, "pre-re/skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  13460. sv_readdb(db_path, "pre-re/skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  13461. #endif
  13462. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  13463. skill_init_unit_layout();
  13464. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  13465. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  13466. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  13467. //Warlock
  13468. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  13469. //Guillotine Cross
  13470. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  13471. }
  13472. void skill_reload (void)
  13473. {
  13474. skill_readdb();
  13475. }
  13476. /*==========================================
  13477. *
  13478. *------------------------------------------*/
  13479. int do_init_skill (void)
  13480. {
  13481. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  13482. skill_readdb();
  13483. group_db = idb_alloc(DB_OPT_BASE);
  13484. skillunit_db = idb_alloc(DB_OPT_BASE);
  13485. skillcd_db = idb_alloc(DB_OPT_BASE);
  13486. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  13487. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  13488. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  13489. add_timer_func_list(skill_castend_id,"skill_castend_id");
  13490. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  13491. add_timer_func_list(skill_timerskill,"skill_timerskill");
  13492. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  13493. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  13494. return 0;
  13495. }
  13496. int do_final_skill(void)
  13497. {
  13498. db_destroy(skilldb_name2id);
  13499. db_destroy(group_db);
  13500. db_destroy(skillunit_db);
  13501. db_destroy(skillcd_db);
  13502. ers_destroy(skill_unit_ers);
  13503. ers_destroy(skill_timer_ers);
  13504. return 0;
  13505. }